// Copyright ExByte Studios. Item Interaction Ecosystem. #pragma once #include "CoreMinimal.h" #include "GameFramework/SaveGame.h" #include "ItemInstanceData.h" #include "InventoryContainer.h" #include "ItemSaveGame.generated.h" /** Saved snapshot of one inventory (section 26). Only ids/state are kept. */ USTRUCT(BlueprintType) struct ITEMINVENTORY_API FInventorySaveData { GENERATED_BODY() UPROPERTY(SaveGame) TArray Items; UPROPERTY(SaveGame) TArray Containers; }; /** SaveGame object holding any number of named inventory snapshots. */ UCLASS() class ITEMINVENTORY_API UItemSaveGame : public USaveGame { GENERATED_BODY() public: /** Keyed by a stable inventory id chosen by the game (e.g. "Player0", a chest guid). */ UPROPERTY(SaveGame) TMap Inventories; };