use bindings::engine::SaveGame;
use bindings::prelude::*;
use rusteal_runtime::runtime::{OwnedStruct, UObjectRef};
use rusteal_runtime::{uclass, uclass_impl};
#[uclass(parent = SaveGame)]
pub struct CheckpointSaveData {
#[uproperty(SaveGame, BlueprintReadOnly, category = "Checkpoint", default = false)]
has_checkpoint: bool,
#[uproperty(SaveGame, BlueprintReadOnly, category = "Checkpoint")]
level_name: String,
#[uproperty(SaveGame, BlueprintReadOnly, category = "Checkpoint")]
location: OwnedStruct<FVector>,
#[uproperty(SaveGame, BlueprintReadOnly, category = "Checkpoint")]
rotation: OwnedStruct<FRotator>,
#[uproperty(SaveGame, BlueprintReadOnly, category = "Checkpoint")]
spawn_point: UObjectRef<bindings::engine::Actor>,
}
#[uclass_impl]
impl CheckpointSaveData {}