[0] : struct.begin SID = Empty Hint = Description Icon = PaperSprite'/Game/GameLite/FPS_Game/UI/ItemIcons/Placeholder.Placeholder' IconBig = PaperSprite'/Game/GameLite/FPS_Game/UI/ItemIcons/Placeholder.Placeholder' MeshPrototypeSID = Placeholder // MeshInWorldPrototypeSID = Placeholder BaseDurability = 1.0 MaxStackCount = 300000 ConsumeOnUse = false Usable = false HasPhysics = true Invisible = false InvisibleInPlayerInventory = false Weight = 0.0 ItemGridWidth = 1 ItemGridHeight = 1 ItemSlotType = EInventoryEquipmentSlot::None Type = EItemType::None SortGroup = ESortGroup::None SortPriority = -1 EffectPrototypeSIDs : struct.begin [0] = empty{bskipref} struct.end ShouldShowEffects : struct.begin [0] = empty{bskipref} struct.end SectionPositions: struct.begin [0] = empty{bskipref} struct.end Cost = 0.0 DestroyOnPickup = false // Weight will be ignored if item is equipped and flag set to true IgnoreEquippedWeight = false EffectOnPickPrototypeSIDs : struct.begin [0] = empty struct.end EffectsDisplayTypes : struct.begin struct.end ItemTypeSwitchValue = AkSwitchValue'/Game/_STALKER2/Audio/WwiseAudio/Switches/Items/ItemType/ItemType-Default.ItemType-Default' PhysicsInteractionPrototypeSID = Empty FittingWeaponsSIDs : struct.begin struct.end struct.end