#pragma once #include "CoreMinimal.h" #include "EAssaultRifleUpgrade.h" #include "StandardItemUpgrade.h" #include "Templates/SubclassOf.h" #include "UpgradeValues.h" #include "AssaultRifleUpgrade.generated.h" class AFSDPlayerState; class AItem; UCLASS(Blueprintable, EditInlineNew, MinimalAPI) class UAssaultRifleUpgrade : public UStandardItemUpgrade { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EAssaultRifleUpgrade upgradeType; public: UAssaultRifleUpgrade(); UFUNCTION(BlueprintCallable, BlueprintPure) static FUpgradeValues GetUpgradedValue(TSubclassOf Item, AFSDPlayerState* Player, EAssaultRifleUpgrade NewUpgradeType); };