#pragma once #include "GameFramework/SaveGame.h" #include "MySaveGame.generated.h" UCLASS() class UMySaveGame : public USaveGame { GENERATED_BODY() public: UMySaveGame(); UPROPERTY(VisibleAnywhere, Category = Basic) FString PlayerName; UPROPERTY(VisibleAnywhere, Category = Basic) FString SaveSlotName; UPROPERTY(VisibleAnywhere, Category = Basic) uint32 UserIndex; UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Basic") int32 TestData; UPROPERTY() TArray ByteData; };