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

43 lines
1.5 KiB
C++

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