#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "ESchematicType.h" #include "SavableDataAsset.h" #include "SchematicCategory.generated.h" class UDialogDataAsset; class UEventRewardType; class UTexture2D; UCLASS(Blueprintable) class USchematicCategory : public USavableDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText CategoryName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr FrameTexture; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FLinearColor FrameTint; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FLinearColor BackgroundTint; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) ESchematicType SchematicType; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr ShoutForging; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UEventRewardType* RewardType; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 SortOrder; USchematicCategory(); };