#pragma once #include "CoreMinimal.h" #include "GameplayTagContainer.h" #include "GameplayTagContainer.h" #include "SmartObjectSlot.h" #include "SmartObjectUseConfig.generated.h" class UGameplayBehaviorConfig; USTRUCT(BlueprintType) struct SMARTOBJECTSMODULE_API FSmartObjectUseConfig { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagQuery AvatarTagFilter; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagQuery ObjectTagFilter; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagContainer ActivityTags; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray Slots; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UGameplayBehaviorConfig* DefaultBehavior; UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true)) uint32 MaxConcurrentUsers; UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true)) uint32 DefaultExecutionPriority; FSmartObjectUseConfig(); };