#pragma once #include "CoreMinimal.h" #include "ResourceData.h" #include "Templates/SubclassOf.h" #include "CollectableResourceData.generated.h" class AActor; class UCollectableResourceCreator; class UDebrisBase; class UDebrisPositioning; UCLASS(Blueprintable) class UCollectableResourceData : public UResourceData { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UCollectableResourceCreator* ResourceCreator; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UDebrisPositioning* Positioning; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Rarity; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float InfluenceRadius; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> Debris; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool UseTerrainPlacement; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> CollectableClasses; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray> CollectableClassesLoaded; public: UCollectableResourceData(); };