#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "ReplicatedControlState.generated.h" USTRUCT(BlueprintType) struct FReplicatedControlState { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector_NetQuantizeNormal Up; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector_NetQuantizeNormal Forward; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 bIsEngineOn: 1; FORTNITEGAME_API FReplicatedControlState(); };