#pragma once #include "CoreMinimal.h" #include "ScriptedAction.generated.h" USTRUCT(BlueprintType) struct FScriptedAction { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FString Template; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Params; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TMap ParamMap; FORTNITEGAME_API FScriptedAction(); };