#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "Templates/SubclassOf.h" #include "MissionMutator.generated.h" class UMutator; class UObjective; class URunningMissionBP; class UTexture2D; UCLASS(Blueprintable) class UMissionMutator : public UDataAsset { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf MissionBP; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> BannedObjectives; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Mutators; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText Title; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText RichDescription; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTexture2D* Icon; public: UMissionMutator(); };