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43 lines
1.5 KiB
C++
43 lines
1.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CustomCharacterPartData.h"
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#include "CustomCharacterAccessoryData.generated.h"
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class UAnimInstance;
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class UCustomAccessoryAttachmentData;
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class UCustomAccessoryColorSwatch;
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UCLASS(Blueprintable, EditInlineNew)
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class FORTNITEGAME_API UCustomCharacterAccessoryData : public UCustomCharacterPartData {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName AttachSocketName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCustomAccessoryAttachmentData* AttachmentOverrideData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bUseClothCollisionFromOtherParts;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bCollideWithOtherPartsCloth;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<UAnimInstance> AnimClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<UAnimInstance> FrontEndAnimClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<UAnimInstance> MannequinAnimClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UCustomAccessoryColorSwatch> AccessoryColors;
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public:
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UCustomCharacterAccessoryData();
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};
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