44 lines
1.4 KiB
C++
Executable file
44 lines
1.4 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "ResourceData.h"
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#include "Templates/SubclassOf.h"
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#include "CollectableResourceData.generated.h"
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class AActor;
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class UCollectableResourceCreator;
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class UDebrisBase;
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class UDebrisPositioning;
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UCLASS(Blueprintable)
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class UCollectableResourceData : public UResourceData {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCollectableResourceCreator* ResourceCreator;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UDebrisPositioning* Positioning;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float Rarity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float InfluenceRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSoftObjectPtr<UDebrisBase>> Debris;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool UseTerrainPlacement;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSoftClassPtr<AActor>> CollectableClasses;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<TSubclassOf<AActor>> CollectableClassesLoaded;
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public:
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UCollectableResourceData();
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};
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