#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "Templates/SubclassOf.h" #include "VanityCharacter.generated.h" class AItem; class UAnimSequenceBase; class UArmorMaterialVanityItem; class UArmorVanityItem; class UBeardColorVanityItem; class UBeardVanityItem; class UChildActorComponent; class UEyeBrowsVanityItem; class UHeadVanityItem; class UItemSkin; class UMaterialInterface; class UMoustacheVanityItem; class USideburnsVanityItem; class USkeletalMeshComponent; class USkinColorVanityItem; UCLASS(Blueprintable) class AVanityCharacter : public AActor { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UChildActorComponent* ChildActorComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UAnimSequenceBase* Animation; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USkinColorVanityItem* skinColor; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UBeardColorVanityItem* BeardColor; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UBeardColorVanityItem* DynamicBeardColor; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UHeadVanityItem* Head; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UEyeBrowsVanityItem* EyeBrows; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USideburnsVanityItem* Sideburns; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMoustacheVanityItem* Moustache; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UBeardVanityItem* Beard; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UArmorVanityItem* Armor; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UArmorMaterialVanityItem* ArmorColor; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USkeletalMeshComponent* Mesh; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USkeletalMeshComponent* BodyMesh; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UBeardColorVanityItem* DefaultHairColor; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMaterialInterface* DefaultArmorMaterial; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf itemClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UItemSkin* Framework; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UItemSkin* Paintjob; public: AVanityCharacter(); UFUNCTION(BlueprintCallable) void DisplayVanity(); protected: UFUNCTION(BlueprintCallable) void Clean(); };