#pragma once #include "CoreMinimal.h" #include "GameFramework/OnlineReplStructs.h" #include "FortCloudSaveInfo.h" #include "FortBatchUpdatePlayer_DeployableBaseUpdate.generated.h" USTRUCT(BlueprintType) struct FFortBatchUpdatePlayer_DeployableBaseUpdate { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FUniqueNetIdRepl AccountId; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString DeployableBaseItemId; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FFortCloudSaveInfo CloudSaveInfo; FORTNITEGAME_API FFortBatchUpdatePlayer_DeployableBaseUpdate(); };