#pragma once #include "CoreMinimal.h" #include "UObject/Interface.h" #include "GameplayTagContainer.h" #include "CustomCharacterPartOwnerInterface.generated.h" class USkeletalMeshComponent; UINTERFACE(BlueprintType, meta=(CannotImplementInterfaceInBlueprint)) class FORTNITEGAME_API UCustomCharacterPartOwnerInterface : public UInterface { GENERATED_BODY() }; class FORTNITEGAME_API ICustomCharacterPartOwnerInterface : public IInterface { GENERATED_BODY() public: UFUNCTION(BlueprintCallable) virtual void PlayAnimationsMatchingQuery(const FGameplayTagQuery& TagQueryToMatch) PURE_VIRTUAL(PlayAnimationsMatchingQuery,); UFUNCTION(BlueprintCallable) virtual USkeletalMeshComponent* GetCustomizationRootSkeletalMeshComponent() const PURE_VIRTUAL(GetCustomizationRootSkeletalMeshComponent, return NULL;); };