DRG-Femboy-Voice/Source/FSD/Public/VanityCharacter.h
2025-04-15 12:39:31 -07:00

95 lines
3.1 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Templates/SubclassOf.h"
#include "VanityCharacter.generated.h"
class AItem;
class UAnimSequenceBase;
class UArmorMaterialVanityItem;
class UArmorVanityItem;
class UBeardColorVanityItem;
class UBeardVanityItem;
class UChildActorComponent;
class UEyeBrowsVanityItem;
class UHeadVanityItem;
class UItemSkin;
class UMaterialInterface;
class UMoustacheVanityItem;
class USideburnsVanityItem;
class USkeletalMeshComponent;
class USkinColorVanityItem;
UCLASS(Blueprintable)
class AVanityCharacter : public AActor {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UChildActorComponent* ChildActorComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequenceBase* Animation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USkinColorVanityItem* skinColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UBeardColorVanityItem* BeardColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UBeardColorVanityItem* DynamicBeardColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UHeadVanityItem* Head;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UEyeBrowsVanityItem* EyeBrows;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USideburnsVanityItem* Sideburns;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMoustacheVanityItem* Moustache;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UBeardVanityItem* Beard;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UArmorVanityItem* Armor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UArmorMaterialVanityItem* ArmorColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* Mesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* BodyMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UBeardColorVanityItem* DefaultHairColor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMaterialInterface* DefaultArmorMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<AItem> itemClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UItemSkin* Framework;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UItemSkin* Paintjob;
public:
AVanityCharacter();
UFUNCTION(BlueprintCallable)
void DisplayVanity();
protected:
UFUNCTION(BlueprintCallable)
void Clean();
};