#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "LatentRepPlayerData.h" #include "LatentRepTeamDataArray.generated.h" USTRUCT(BlueprintType) struct FLatentRepTeamDataArray : public FFastArraySerializer { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray PlayerData; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 CurrPlayerUpdateIndex; FORTNITEGAME_API FLatentRepTeamDataArray(); };