#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "SpecialActorRepData.h" #include "SpecialActorRepDataArray.generated.h" USTRUCT(BlueprintType) struct FSpecialActorRepDataArray : public FFastArraySerializer { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray SpecialActorList; FORTNITEGAME_API FSpecialActorRepDataArray(); };