38 lines
1.1 KiB
C++
Executable file
38 lines
1.1 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "Templates/SubclassOf.h"
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#include "VictoryPoseSettings.generated.h"
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class AActor;
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class UActorComponent;
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class UTexture2D;
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class UVictoryPose;
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UCLASS(Blueprintable)
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class UVictoryPoseSettings : public UDataAsset {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTexture2D* GenericVictoryPoseIcon;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<UVictoryPose*> LoadedVictoryPoses;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UVictoryPose* RandomVictoryPose;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSubclassOf<UActorComponent>> ModReferencesHack;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSubclassOf<AActor>> ModProxyHack;
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public:
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UVictoryPoseSettings();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TArray<UVictoryPose*> GetVictoryPoses() const;
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};
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