mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
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108 lines
4.2 KiB
C++
108 lines
4.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "GameplayTagContainer.h"
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#include "CustomPartMaterialOverrideData.h"
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#include "CustomPartScalarParameter.h"
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#include "CustomPartTextureParameter.h"
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#include "CustomPartVectorParameter.h"
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#include "EFortCustomBodyType.h"
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#include "EFortCustomGender.h"
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#include "EFortCustomPartType.h"
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#include "CustomCharacterPart.generated.h"
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class ACustomCharacterPartModifier;
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class UAnimMontage;
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class UCustomCharacterPartData;
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class UFortMontageLookupTable;
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class UMaterialInterface;
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class USkeletalMesh;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UCustomCharacterPart : public UPrimaryDataAsset {
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GENERATED_BODY()
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public:
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortCustomGender GenderPermitted;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortCustomBodyType BodyTypesPermitted;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFortCustomPartType CharacterPartType;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer PartTypeTags;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer DisallowedCosmeticTags;
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UPROPERTY(AdvancedDisplay, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bGameplayRelevantCosmeticPart;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAttachToSocket;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<ACustomCharacterPartModifier> PartModifierBlueprint;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCustomCharacterPartData* AdditionalData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UFortMontageLookupTable> DefaultMontageLookupTable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UFortMontageLookupTable> OverrideMontageLookupTable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UAnimMontage> FrontendAnimMontageIdleOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FrontEndBackPreviewRotationOffset;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<USkeletalMesh> SkeletalMesh;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSoftObjectPtr<USkeletalMesh>> MasterSkeletalMeshes;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bSinglePieceMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bSupportsColorSwatches;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAllowStaticRenderPath;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FCustomPartMaterialOverrideData> MaterialOverrides;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FCustomPartTextureParameter> TextureParameters;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FCustomPartScalarParameter> ScalarParameters;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FCustomPartVectorParameter> VectorParameters;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaterialOverrideFlags;
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public:
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UCustomCharacterPart();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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USkeletalMesh* GetSkeletalMesh() const;
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UFUNCTION(BlueprintCallable)
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TMap<int32, UMaterialInterface*> GetMaterialOverridesByIndex();
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friend class UCustomCharacterPartThumbnailRenderer;
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};
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