#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> VariantParts; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray VariantMaterials; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray VariantMaterialParams; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray InitalParticelSystemData; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray VariantParticles; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray VariantParticleParams; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray SocketTransforms; FORTNITEGAME_API FPartVariantDef(); };