#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "CommnuityRewardSetup.generated.h" class UCommnuityRewardBundle; class UObject; class UResourceData; UCLASS(Blueprintable) class UCommnuityRewardSetup : public UDataAsset { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray TierRewards; public: UCommnuityRewardSetup(); UFUNCTION(BlueprintCallable) TMap GetResourcesTierOnlyReward(int32 Tier); UFUNCTION(BlueprintCallable) TMap GetResourcesReward(int32 Tier); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext")) void AwardTierRewards(UObject* WorldContext, int32 Tier); };