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https://github.com/ApfelTeeSaft/UnrealEvent.git
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45 lines
1.6 KiB
C++
45 lines
1.6 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "BaseVariantDef.h"
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#include "MaterialParamterDef.h"
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#include "MaterialVariants.h"
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#include "MeshVariant.h"
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#include "ParticleParamterVariant.h"
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#include "ParticleVariant.h"
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#include "SocketTransformVariant.h"
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#include "SoundVariant.h"
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#include "VariantParticleSystemInitializerData.h"
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#include "MeshVariantDef.generated.h"
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USTRUCT(BlueprintType)
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struct FMeshVariantDef : public FBaseVariantDef {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FMeshVariant> VariantMeshes;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FMaterialVariants> VariantMaterials;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FMaterialParamterDef> VariantMaterialParams;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FVariantParticleSystemInitializerData> InitialParticleSystemData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FParticleVariant> VariantParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FParticleParamterVariant> VariantParticleParams;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FSocketTransformVariant> SocketTransforms;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FSoundVariant> VariantSounds;
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FORTNITEGAME_API FMeshVariantDef();
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};
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