class LootTableEntry_t
{
public:
    // MPropertyDescription = What type of loot this entry references.
    // MPropertyFlattenIntoParentRow
    // MPropertyFlattenStretchFactor = !!UNKNOWN!!
    ELootTableEntryType m_eType;
    // MPropertyDescription = If this entry is rolled, this loot table's entries will then be rolled.
    // MPropertyFlattenIntoParentRow
    // MPropertyFlattenStretchFactor = !!UNKNOWN!!
    // MPropertySuppressExpr = m_eType != ELootType_NestedLootTable
    CSubclassName<6> m_strNestedLootTable;
    // MPropertyDescription = If this entry is rolled, this item will be the loot.
    // MPropertyFlattenIntoParentRow
    // MPropertyFlattenStretchFactor = !!UNKNOWN!!
    // MPropertySuppressExpr = m_eType != ELootType_Item
    // MPropertyLeafChoiceProviderFn = !!UNKNOWN!!
    CSubclassName<4> m_strItem;
    // MPropertyDescription = The weight of this entry.  The chance of this entry being rolled is this_weight / all_entries_weight
    // MPropertyFlattenIntoParentRow
    // MPropertyFlattenIncludeLabel = !!UNKNOWN!!
    float32 m_flWeight;
    // MPropertyDescription = Used by the UI to communicate how rare this entry it. 0 is not rare, 1 is rare. Nested loot tables will add their rarity to their children
    // MPropertyFlattenIntoParentRow
    // MPropertyFlattenIncludeLabel = !!UNKNOWN!!
    int32 m_nRarity;
};

KV3 Class Defaults

{
    m_eType = "ELootType_Item"
    m_strNestedLootTable = ""
    m_strItem = ""
    m_flWeight = 1.0
    m_nRarity = 0
}