#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Engine/DataAsset.h" #include "SoftReferenceProvider.h" #include "PawnAffliction.generated.h" class UAfflictionEffect; class UDialogDataAsset; class UPlayerAfflictionOverlay; class UTexture2D; UCLASS(Blueprintable) class UPawnAffliction : public UDataAsset, public ISoftReferenceProvider { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTexture2D* Icon; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FColor IconColor; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FColor IconColorBG; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bShowPlayerIcon; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bShowOnEnemyHealthbar; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UPlayerAfflictionOverlay* AfflictionOverlay; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> EnemyEffects; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> PlayerFirstPersonEffects; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> PlayerThirdPersonEffects; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDialogDataAsset* PlayerShoutOnBegin; public: UPawnAffliction(); // Fix for true pure virtual functions not being implemented };