text: #pragma once
  #include "CoreMinimal.h"
  #include "EGameType.h"
  #include "ESteamSearchRegion.h"
  #include "ESteamServerJoinStatus.h"
  #include "FSDServerSearchOptions.generated.h"
  
  class UDifficultySetting;
  
  USTRUCT(BlueprintType)
  struct FFSDServerSearchOptions {
      GENERATED_BODY()
  public:
      UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
      ESteamServerJoinStatus JoinStatus;
      
      UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
      ESteamSearchRegion SearchRegion;
      
      UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
      TArray<UDifficultySetting*> Difficulties;
      
      UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
      bool DeepDive;
      
      UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
      FString SearchString;
      
      UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
      int32 MissionSeed;
      
      UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
      int32 GlobalMissionSeed;
      
      UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
      TArray<EGameType> GameTypes;
      
      FSD_API FFSDServerSearchOptions();
  };
  
  