#pragma once

#include "CoreMinimal.h"
#include "../BaseItems/Items/BaseItem.h"
#include "WorldState.generated.h"

UCLASS(BlueprintType, Blueprintable, EditInlineNew, DefaultToInstanced)
class UWorldState : public UObject
{
	GENERATED_BODY()

public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	TArray<UBaseItem*> Items;
	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	TMap<FString, bool> QuestFlags;
};