#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "GameDLCSettings.generated.h" class UGameDLC; class UObject; UCLASS(Blueprintable) class FSD_API UGameDLCSettings : public UDataAsset { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSet StoreDLCs; public: UGameDLCSettings(); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext")) TArray GetStoreDLCs(UObject* WorldContext); protected: UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext")) TArray GetAnnouncableDLCs(UObject* WorldContext); };