text: #pragma once
  #include "CoreMinimal.h"
  #include "SavableDataAsset.h"
  #include "SeasonEventData.generated.h"
  
  class UTexture2D;
  
  UCLASS(Blueprintable)
  class FSD_API USeasonEventData : public USavableDataAsset {
      GENERATED_BODY()
  public:
      UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
      FText Name;
      
      UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
      int32 PerformancePoints;
      
      UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
      int32 PerformancePointsOnFail;
      
      UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
      TSoftObjectPtr<UTexture2D> Icon;
      
      USeasonEventData();
  };
  
  