#pragma once #include "CoreMinimal.h" #include "ECharacterHeadMesh.h" #include "EHeadVanityType.h" #include "VanityItem.h" #include "HeadVanityItem.generated.h" class UArmorVanityItem; class UMaterialInterface; class UPlayerCharacterID; class USkeletalMesh; class UVanityAnimInstance; UCLASS(Blueprintable, EditInlineNew) class UHeadVanityItem : public UVanityItem { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr Mesh; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftClassPtr AnimInstance; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EHeadVanityType HeadVanityType; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HideEyebrows; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HideSideburns; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HideMoustache; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HideBeard; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HideAll; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool RequiresSlimArmor; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray ForceThickAmorsHack; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HideHead; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) ECharacterHeadMesh HeadMesh; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr MaterialOverride; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TMap> ClassMaterials; public: UHeadVanityItem(); };