39 lines
1.1 KiB
C++
Executable file
39 lines
1.1 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "SavableDataAsset.h"
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#include "Templates/SubclassOf.h"
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#include "PlayerCharacterID.generated.h"
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class APlayerCharacter;
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class UPlayerCharacterData;
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UCLASS(Blueprintable)
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class FSD_API UPlayerCharacterID : public USavableDataAsset {
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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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FName AssetName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<APlayerCharacter> Character;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString AnalyticsID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPlayerCharacterData* CharacterData;
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public:
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UPlayerCharacterID();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UPlayerCharacterData* GetCharacterData() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TSubclassOf<APlayerCharacter> GetCharacterClass() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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APlayerCharacter* GetCharacter() const;
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};
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