PlayerData
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "PlayerData.generated.h"
USTRUCT(BlueprintType)
struct FPlayerData
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PlayerData")
FString PlayerIP = "127.0.0.1";
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PlayerData")
FString PlayerID = "100000";
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PlayerData")
FString PlayerCommand = "CreateLobby";
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PlayerData")
FString PlayerPort = "7777";
FPlayerData()
{}
};
FORCEINLINE FArchive& operator<<(FArchive &Ar, FPlayerData& TheStruct)
{
Ar << TheStruct.PlayerIP;
Ar << TheStruct.PlayerID;
Ar << TheStruct.PlayerCommand;
Ar << TheStruct.PlayerPort;
return Ar;
}