#pragma once #include "CoreMinimal.h" #include "Engine/DataTable.h" #include "GameplayTagContainer.h" #include "PetResponseFromQuestSystem.generated.h" USTRUCT(BlueprintType) struct FPetResponseFromQuestSystem { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FDataTableRowHandle ObjectiveStatHandle; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTag ResponseTag; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ResponseDuration; FORTNITEGAME_API FPetResponseFromQuestSystem(); };