#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Engine/DataAsset.h" #include "HeroInfo.h" #include "PlayerCharacterData.generated.h" class UPlayerCharacterID; class UTexture2D; UCLASS(Blueprintable) class FSD_API UPlayerCharacterData : public UPrimaryDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UPlayerCharacterID* characterID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FHeroInfo HeroInfo; UPlayerCharacterData(); UFUNCTION(BlueprintCallable, BlueprintPure) FText GetSwitchToMessage() const; UFUNCTION(BlueprintCallable, BlueprintPure) UTexture2D* GetSmallIcon() const; UFUNCTION(BlueprintCallable, BlueprintPure) FText GetShortDescription() const; UFUNCTION(BlueprintCallable, BlueprintPure) FText GetName() const; UFUNCTION(BlueprintCallable, BlueprintPure) FText GetLongDescription() const; UFUNCTION(BlueprintCallable, BlueprintPure) UTexture2D* GetIcon() const; UFUNCTION(BlueprintCallable, BlueprintPure) UTexture2D* GetFullSizeImage() const; UFUNCTION(BlueprintCallable, BlueprintPure) FLinearColor GetColor() const; };