#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "SavableDataAsset.h" #include "VanityNode.h" #include "TreeOfVanity.generated.h" class UReward; UCLASS(Blueprintable, EditInlineNew) class UTreeOfVanity : public USavableDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Nodes; UTreeOfVanity(); UFUNCTION(BlueprintCallable) void ClearNodes(); UFUNCTION(BlueprintCallable) void AddNode(UReward* Reward, int32 NodeID, TArray ConnectedNodes, bool isStartingNode, bool isBig, FVector2D Position); };