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39 lines
1.2 KiB
C++
39 lines
1.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "EFortResourceType.h"
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#include "EFortTextureDataType.h"
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#include "BuildingTextureData.generated.h"
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class UMaterialInterface;
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class UTexture2D;
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UCLASS(Blueprintable, EditInlineNew)
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class FORTNITEGAME_API UBuildingTextureData : 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* Diffuse;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTexture2D* Normal;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UTexture2D* Specular;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UMaterialInterface* OverrideMaterial;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<EFortTextureDataType::Type> Type;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortResourceType ResourceType;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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float ResourceCost[4];
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UBuildingTextureData();
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};
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