#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "GameplayTagContainer.h" #include "FormationDataItem.h" #include "FormationData.generated.h" UCLASS(Abstract, Blueprintable) class UFormationData : public UDataAsset { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray FormationItems; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagQuery LeaderQuery; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagQuery MemberQuery; public: UFormationData(); };