#pragma once #include "CoreMinimal.h" #include "GameplayTagContainer.h" #include "BaseVariantDef.generated.h" class UTexture2D; USTRUCT(BlueprintType) struct FBaseVariantDef { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bStartUnlocked; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bIsDefault; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bHideIfNotOwned; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTag CustomizationVariantTag; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText VariantName; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr PreviewImage; private: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText UnlockRequirements; public: FORTNITEGAME_API FBaseVariantDef(); };