#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "Curves/CurveFloat.h" #include "ETreasureType.h" #include "SpecialChanceEventItem.h" #include "TreasureSettings.generated.h" class UDrinkableDataAsset; class UItemAquisitionSource; class UItemSkinSet; class USpecialEvent; class UVictoryPose; UCLASS(Blueprintable) class UTreasureSettings : public UDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray CrateTreasureTypes; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText CrateTreasureEmptyMsg; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray LostPackTreasureTypes; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText LostPackEmptyMsg; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UItemAquisitionSource* CrateAquisitionSource; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UItemAquisitionSource* LostPackAquisitionSource; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve TreasureChanceMissionLengthCurve; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray TreasureEvents; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray SpecialChancedEvent; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray VictoryPoses; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray SkinSets; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Drinks; public: UTreasureSettings(); };