#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "DamageClass.generated.h" class UDamageImpulse; class UDialogDataAsset; class UPawnStat; class UTexture2D; UCLASS(Blueprintable) class UDamageClass : public UDataAsset { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UPawnStat* ResistanceStat; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float RagdollScale; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool BypassesShield; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool AffectedByFriendlyFire; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTexture2D* IndicatorImage; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDialogDataAsset* DamageShout; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageImpulse* DefaultDamageImpulse; public: UDamageClass(); };