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

45 lines
1.6 KiB
C++

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