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

42 lines
1.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "BaseVariantDef.h"
#include "MaterialParamterDef.h"
#include "MaterialVariants.h"
#include "ParticleParamterVariant.h"
#include "ParticleVariant.h"
#include "SocketTransformVariant.h"
#include "VariantParticleSystemInitializerData.h"
#include "PartVariantDef.generated.h"
class UCustomCharacterPart;
USTRUCT(BlueprintType)
struct FPartVariantDef : public FBaseVariantDef {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<TSoftObjectPtr<UCustomCharacterPart>> VariantParts;
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> InitalParticelSystemData;
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;
FORTNITEGAME_API FPartVariantDef();
};