Files
2026-04-22 15:51:07 +02:00

37 lines
1.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Templates/SubclassOf.h"
#include "BattleMapNode.generated.h"
class ABattleMapEdge;
class ABattleMapNode;
UCLASS(Blueprintable)
class FORTNITEGAME_API ABattleMapNode : public AActor {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<ABattleMapEdge> EdgeClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<ABattleMapNode> ChildrenNodeClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bEnableAutomaticResize;
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<TWeakObjectPtr<ABattleMapNode>> PreviousNodes;
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TMap<TWeakObjectPtr<ABattleMapNode>, ABattleMapEdge*> NextNodes;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TMap<ABattleMapNode*, ABattleMapEdge*> ChildrenNodes;
public:
ABattleMapNode();
};