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

43 lines
1.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "CustomCharacterBodyPartData.h"
#include "CustomCharacterHeadData.generated.h"
class UCustomHairColorSwatch;
class UCustomSkinColorSwatch;
class UFortMontageLookupTable;
UCLASS(Blueprintable, EditInlineNew)
class FORTNITEGAME_API UCustomCharacterHeadData : public UCustomCharacterBodyPartData {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UFortMontageLookupTable> RootSkeletonDefaultMontageLookupTable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UFortMontageLookupTable> RootSkeletonOverrideMontageLookupTable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UCustomSkinColorSwatch> SkinColorSwatch;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UCustomHairColorSwatch> HairColorSwatch;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FName> CapMorphTargets;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FName> HelmetMorphTargets;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FName> MaskMorphTargets;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FName> HatMorphTargets;
public:
UCustomCharacterHeadData();
};