67 lines
2.2 KiB
C++
Executable file
67 lines
2.2 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "EArmorMeshType.h"
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#include "TattooArmorItem.h"
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#include "VanityItem.h"
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#include "ArmorVanityItem.generated.h"
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class AFSDPlayerState;
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class UAnimInstance;
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class UArmorMaterialVanityItem;
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class UCharacterVanityComponent;
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class UMaterialInterface;
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class USkeletalMesh;
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UCLASS(Blueprintable, EditInlineNew)
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class UArmorVanityItem : public UVanityItem {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<EArmorMeshType, TSoftObjectPtr<USkeletalMesh>> TPArmorMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<EArmorMeshType, TSoftObjectPtr<USkeletalMesh>> FPArmorMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool AllowSleevelessUse;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<UAnimInstance> AnimInstance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool CropBeard;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ArmorThickness;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UMaterialInterface> MaterialOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool CanOnlyUseDefaultArmorMaterial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UArmorMaterialVanityItem* DefaultArmorMaterial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FTattooArmorItem> Tattoos;
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public:
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UArmorVanityItem();
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protected:
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UFUNCTION(BlueprintCallable)
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void SetNewArmorType(UCharacterVanityComponent* Gear);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure=false)
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void PreviewArmor(AFSDPlayerState* PlayerState, bool Show, bool useDefaultArmorMaterial) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasSleevelessArmorType() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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EArmorMeshType GetFPMeshType() const;
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};
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