#pragma once #include "CoreMinimal.h" #include "Engine/NetSerialization.h" #include "WaxPlayerDataEntry.h" #include "WaxPlayerDataArray.generated.h" class AFortAthenaMutator_Wax; USTRUCT(BlueprintType) struct FWaxPlayerDataArray : public FFastArraySerializer { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) AFortAthenaMutator_Wax* OwningMutator; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Entries; FORTNITEGAME_API FWaxPlayerDataArray(); };