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

39 lines
1.2 KiB
C++

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