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