#pragma once #include "CoreMinimal.h" #include "ETargetStateDamageBonusType.h" #include "ItemUpgrade.h" #include "Templates/SubclassOf.h" #include "StatusAndStateDamageBonusUpgrade.generated.h" class UDamageClass; class UStatusEffect; UCLASS(Blueprintable, EditInlineNew, MinimalAPI) class UStatusAndStateDamageBonusUpgrade : public UItemUpgrade { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> StatusEffects; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray TargetStates; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Bonus; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageClass* DamageClass; public: UStatusAndStateDamageBonusUpgrade(); };