#pragma once #include "CoreMinimal.h" #include "SocketTransformVariant.generated.h" class USkeletalMesh; USTRUCT(BlueprintType) struct FSocketTransformVariant { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName SourceSocketName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName OverridSocketName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr SourceObjectToModify; FORTNITEGAME_API FSocketTransformVariant(); };