#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "ItemSkinSet.generated.h" class UDynamicIcon; UCLASS(Blueprintable) class FSD_API UItemSkinSet : public UDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool ColorIsLockedToSet; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText SkinName; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UDynamicIcon* PaintJobDynamicIcon; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UDynamicIcon* FrameworkDynamicIcon; UItemSkinSet(); };