#pragma once #include "CoreMinimal.h" #include "CustomCharacterPartData.h" #include "CustomCharacterBodyPartData.generated.h" class UAnimInstance; class UCustomAccessoryColorSwatch; UCLASS(Blueprintable, EditInlineNew) class FORTNITEGAME_API UCustomCharacterBodyPartData : public UCustomCharacterPartData { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftClassPtr AnimClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftClassPtr FrontEndAnimClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftClassPtr MannequinAnimClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr AccessoryColors; public: UCustomCharacterBodyPartData(); };