#pragma once #include "CoreMinimal.h" #include "BaseVariantDef.h" #include "SocketTransformVariant.h" #include "SocketVariantDef.generated.h" USTRUCT(BlueprintType) struct FSocketVariantDef : public FBaseVariantDef { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray SocketTransforms; FORTNITEGAME_API FSocketVariantDef(); };