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

36 lines
1.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "GameplayTagContainer.h"
#include "EBuildingFoundationType.h"
#include "FortMapData.h"
#include "BuildingGroup.generated.h"
class UBuildingGroup;
UCLASS(Blueprintable, EditInlineNew)
class FORTNITEGAME_API UBuildingGroup : public UDataAsset {
GENERATED_BODY()
public:
UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName GroupName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UBuildingGroup* FallbackGroup;
UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<EBuildingFoundationType> FoundationType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer AllBuildingLevelTags;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortMapData> BuildingLevelData;
UBuildingGroup();
UFUNCTION(BlueprintCallable)
void GetAllMapNames(TArray<FString>& AllMaps);
};