#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "GameplayTagContainer.h" #include "SmartObjectUseConfig.h" #include "SmartObjectConfig.generated.h" UCLASS(Blueprintable) class SMARTOBJECTSMODULE_API USmartObjectConfig : public UDataAsset { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Uses; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagContainer DescriptionTags; UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true)) uint32 MaxConcurrentUsers; public: USmartObjectConfig(); };