#pragma once #include "CoreMinimal.h" #include "ESmartObjectSlotState.h" #include "SmartObjectExecutionSlot.generated.h" class AActor; class UGameplayBehavior; USTRUCT(BlueprintType) struct FSmartObjectExecutionSlot { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) ESmartObjectSlotState State; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) AActor* UserAvatar; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UGameplayBehavior* AssignedBehavior; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 SlotIndex; SMARTOBJECTSMODULE_API FSmartObjectExecutionSlot(); };