#pragma once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "EVanitySlot.h" #include "VanityTestCharacterItem.h" #include "VanityTestCharacter.generated.h" class USkeletalMesh; UCLASS(Blueprintable) class AVanityTestCharacter : public ACharacter { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ArmorThickness; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float BeardThickness; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool ArmorCoversBeard; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TMap VanityItems; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USkeletalMesh* WeaponMesh; public: AVanityTestCharacter(); UFUNCTION(BlueprintCallable) void SetupVanity(); };