text: //The MIT License
  //
  //Copyright(C) 2017 Roman Nix
  //
  //Permission is hereby granted, free of charge, to any person obtaining a copy
  //of this software and associated documentation files(the "Software"), to deal
  //in the Software without restriction, including without limitation the rights
  //to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
  //copies of the Software, and to permit persons to whom the Software is
  //furnished to do so, subject to the following conditions :
  //
  //The above copyright notice and this permission notice shall be included in
  //all copies or substantial portions of the Software.
  //
  //THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  //IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  //FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
  //AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  //LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  //OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  //THE SOFTWARE.
  
  #pragma once
  
  #include "GameFramework/SaveGame.h"
  #include "SpiderNavGridSaveGame.generated.h"
  
  /** Describes relations between navigation points*/
  USTRUCT()
  struct FSpiderNavRelations
  {
  	GENERATED_BODY()
  
      /** Array of indexes of neighboring navigtaion points*/
  	UPROPERTY()
  	TArray<int32> Neighbors;
  };
  
  /**
   *  A USaveGame's extension to store navigation
   */
  UCLASS()
  class USpiderNavGridSaveGame : public USaveGame
  {
  	GENERATED_BODY()
  
  public:
      /** Locations of navigation points */
  	UPROPERTY()
  	TMap<int32, FVector> NavLocations;
  
      /** Normals of navigation points */
  	UPROPERTY()
  	TMap<int32, FVector> NavNormals;
  
      /** Relations between navigation points */
  	UPROPERTY()
  	TMap<int32, FSpiderNavRelations> NavRelations;
  
      /** Name of save slot to store navigation grid */
  	UPROPERTY()
  	FString SaveSlotName;
  
      /** UserIndex to store navigation grid */
  	UPROPERTY()
  	uint32 UserIndex;
  
      /** Constructor */
  	USpiderNavGridSaveGame();
  };
  