text: #pragma once
  #include "CoreMinimal.h"
  #include "GDKWinOptionsInSaveGame.generated.h"
  
  USTRUCT(BlueprintType)
  struct FGDKWinOptionsInSaveGame {
      GENERATED_BODY()
  public:
      UPROPERTY()
      bool SaveGameOptionsValid;
      
      UPROPERTY()
      int32 ScreenMode;
      
      UPROPERTY()
      uint32 ResolutionSizeX;
      
      UPROPERTY()
      uint32 ResolutionSizeY;
      
      UPROPERTY()
      bool bUseVSync;
      
      UPROPERTY()
      float FrameRateLimit;
      
      UPROPERTY()
      float Sharpening;
      
      UPROPERTY()
      int32 AntiAliasingType;
      
      UPROPERTY()
      float Gamma;
      
      UPROPERTY()
      int32 OverallQuality;
      
      UPROPERTY()
      float ResolutionScale;
      
      UPROPERTY()
      int32 TextureQuality;
      
      UPROPERTY()
      int32 ShadowQuality;
      
      UPROPERTY()
      int32 AntiAliasingQuality;
      
      UPROPERTY()
      int32 PostProcessingQuality;
      
      UPROPERTY()
      int32 EffectsQuality;
      
      UPROPERTY()
      int32 ViewDistanceQuality;
      
      UPROPERTY()
      bool PreventLatejoinCharacterDuplication;
      
      UPROPERTY()
      FString LocalGameServerName;
      
      UPROPERTY()
      FString CurrentAudioOutputDeviceId;
      
      UPROPERTY()
      bool UseDefaultAudioOutputDevice;
      
      FSD_API FGDKWinOptionsInSaveGame();
  };
  
  