#pragma once #include "CoreMinimal.h" #include "PatternBASEEffect.generated.h" class UBuildingEditModeMetadata; class UStaticMesh; USTRUCT(BlueprintType) struct FPatternBASEEffect { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UBuildingEditModeMetadata* Pattern; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UStaticMesh* Mesh; FORTNITEGAME_API FPatternBASEEffect(); };