46 lines
1.3 KiB
C++
Executable file
46 lines
1.3 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "ECampaignMutators.h"
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#include "RequiredMissionItem.h"
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#include "CampaignMission.generated.h"
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class UDialogDataAsset;
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class UMissionTemplate;
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class UMissionWarning;
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class UPlanetZone;
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class UReward;
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UCLASS(Blueprintable, EditInlineNew)
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class FSD_API UCampaignMission : public UDataAsset {
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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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UPlanetZone* PlanetZone;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRequiredMissionItem mission;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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TArray<UReward*> Rewards;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDialogDataAsset* MissionCompleteShout;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool OverrideMutators;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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ECampaignMutators MutatorOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UMissionWarning*> AllowedWarnings;
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public:
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UCampaignMission();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UMissionTemplate* GetMissionTemplate() const;
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};
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