53 lines
1.7 KiB
C++
Executable file
53 lines
1.7 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Engine/DataAsset.h"
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#include "SoftReferenceProvider.h"
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#include "PawnAffliction.generated.h"
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class UAfflictionEffect;
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class UDialogDataAsset;
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class UPlayerAfflictionOverlay;
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class UTexture2D;
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UCLASS(Blueprintable)
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class UPawnAffliction : public UDataAsset, public ISoftReferenceProvider {
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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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UTexture2D* Icon;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FColor IconColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FColor IconColorBG;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bShowPlayerIcon;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bShowOnEnemyHealthbar;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPlayerAfflictionOverlay* AfflictionOverlay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSoftClassPtr<UAfflictionEffect>> EnemyEffects;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSoftClassPtr<UAfflictionEffect>> PlayerFirstPersonEffects;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSoftClassPtr<UAfflictionEffect>> PlayerThirdPersonEffects;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDialogDataAsset* PlayerShoutOnBegin;
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public:
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UPawnAffliction();
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// Fix for true pure virtual functions not being implemented
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};
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