#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "Curves/CurveFloat.h" #include "EffectSettings.generated.h" class UNiagaraParameterCollection; UCLASS(Blueprintable) class UEffectSettings : public UDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UNiagaraParameterCollection* NiagaraParameterCollection; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve LinearFadeInLight; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve LinearFadeOutLight; UEffectSettings(); };