#pragma once #include "CoreMinimal.h" #include "UnlockReward.h" #include "VanityReward.generated.h" class UPlayerCharacterID; class UVanityItem; UCLASS(Blueprintable, EditInlineNew) class UVanityReward : public UUnlockReward { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UVanityItem* VanityItem; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UPlayerCharacterID* OptionalCharacterID; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool UseContextAsTargetCharacter; public: UVanityReward(); };