#pragma once #include "CoreMinimal.h" #include "UseConditionBase.h" #include "UseConditionCharacterState.generated.h" class UCharacterStateComponent; UCLASS(Blueprintable, EditInlineNew) class UUseConditionCharacterState : public UUseConditionBase { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool Invert; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray> CharacterStates; UUseConditionCharacterState(); };