35 lines
1.1 KiB
C++
Executable file
35 lines
1.1 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 "SaveGameIDInterface.h"
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#include "SavablePrimaryDataAsset.generated.h"
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class UBuildRestriction;
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UCLASS(Blueprintable)
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class USavablePrimaryDataAsset : public UPrimaryDataAsset, public ISaveGameIDInterface {
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GENERATED_BODY()
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public:
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 BuildRestrictions;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 PlatformRestrictions;
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protected:
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool EnableDangerousSaveGameIDEditing;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGuid SavegameID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UBuildRestriction* BuildRestriction;
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public:
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USavablePrimaryDataAsset();
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// Fix for true pure virtual functions not being implemented
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};
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