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42 lines
1.5 KiB
C++
42 lines
1.5 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 "ParticleParamterVariant.h"
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#include "ParticleVariant.h"
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#include "SocketTransformVariant.h"
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#include "VariantParticleSystemInitializerData.h"
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#include "PartVariantDef.generated.h"
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class UCustomCharacterPart;
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USTRUCT(BlueprintType)
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struct FPartVariantDef : 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<TSoftObjectPtr<UCustomCharacterPart>> VariantParts;
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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> InitalParticelSystemData;
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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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FORTNITEGAME_API FPartVariantDef();
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};
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