#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "EFortResourceType.h" #include "EFortTextureDataType.h" #include "BuildingTextureData.generated.h" class UMaterialInterface; class UTexture2D; UCLASS(Blueprintable, EditInlineNew) class FORTNITEGAME_API UBuildingTextureData : public UDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTexture2D* Diffuse; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTexture2D* Normal; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UTexture2D* Specular; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMaterialInterface* OverrideMaterial; UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TEnumAsByte Type; UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EFortResourceType ResourceType; UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true)) float ResourceCost[4]; UBuildingTextureData(); };