#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "GameplayTagContainer.h" #include "ERoomMirroringSupport.h" #include "RoomGeneratorBase.generated.h" UCLASS(Abstract, Blueprintable) class URoomGeneratorBase : public UDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Bounds; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool CanOnlyBeUsedOnce; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) ERoomMirroringSupport MirrorSupport; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagContainer RoomTags; URoomGeneratorBase(); };