#pragma once #include "CoreMinimal.h" #include "IconGenerationBase.h" #include "IconGenerationCharacter.generated.h" class UBeardColorVanityItem; class UIconSceneCaptureComponent; class UMaterialInterface; class USkeletalMeshComponent; UCLASS(Blueprintable) class AIconGenerationCharacter : public AIconGenerationBase { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UMaterialInterface* OrigBaseMaterial; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USkeletalMeshComponent* Mesh; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USkeletalMeshComponent* BodyMesh; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UBeardColorVanityItem* HairColor; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMaterialInterface* ArmorMaterial; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) TArray CaptureComponents; public: AIconGenerationCharacter(); };