CustomCharacterHeadData
CustomHairColorSwatch
CustomSkinColorSwatch
This commit is contained in:
0xZylox
2021-10-11 14:02:27 +02:00
parent b33f75d25a
commit f47592d3ea
9 changed files with 89 additions and 1 deletions
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"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
"Engine",
"CoreUObject"
]
}
],
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// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomCharacterHeadData.h"
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// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomHairColorSwatch.h"
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// Fill out your copyright notice in the Description page of Project Settings.
#include "CustomSkinColorSwatch.h"
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "CustomSkinColorSwatch.h"
#include "CustomHairColorSwatch.h"
#include "CustomCharacterBodyPartData.h"
#include "CustomCharacterHeadData.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UCustomCharacterHeadData : public UCustomCharacterBodyPartData
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere)
TAssetPtr<UCustomSkinColorSwatch> SkinColorSwatch;
UPROPERTY(EditAnywhere)
TAssetPtr<UCustomHairColorSwatch> HairColorSwatch;
UPROPERTY(EditAnywhere)
TArray<FName> CapMorphTargets;
UPROPERTY(EditAnywhere)
TArray<FName> HelmetMorphTargets;
UPROPERTY(EditAnywhere)
TArray<FName> MaskMorphTargets;
UPROPERTY(EditAnywhere)
TArray<FName> HatMorphTargets;
};
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "CustomHairColorSwatch.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UCustomHairColorSwatch : public UDataAsset
{
GENERATED_BODY()
};
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "CustomSkinColorSwatch.generated.h"
/**
*
*/
UCLASS()
class FORTNITEGAME_API UCustomSkinColorSwatch : public UDataAsset
{
GENERATED_BODY()
};