#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "TrackedObjective.h" #include "TrackedObjectiveArray.generated.h" USTRUCT(BlueprintType) struct FTrackedObjectiveArray : public FFastArraySerializer { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray Objectives; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 NextTrackedIndex; FORTNITEGAME_API FTrackedObjectiveArray(); };