#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "EnemyGroupDescriptorItem.h" #include "RandInterval.h" #include "EnemyGroupDescriptor.generated.h" UCLASS(Blueprintable) class FSD_API UEnemyGroupDescriptor : public UDataAsset { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Enemies; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool UseCustomDiversity; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRandInterval Diversity; public: UEnemyGroupDescriptor(); };