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36 lines
1.1 KiB
C++
36 lines
1.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "GameplayTagContainer.h"
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#include "EBuildingFoundationType.h"
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#include "FortMapData.h"
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#include "BuildingGroup.generated.h"
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class UBuildingGroup;
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UCLASS(Blueprintable, EditInlineNew)
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class FORTNITEGAME_API UBuildingGroup : public UDataAsset {
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GENERATED_BODY()
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public:
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName GroupName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UBuildingGroup* FallbackGroup;
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UPROPERTY(AssetRegistrySearchable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TEnumAsByte<EBuildingFoundationType> FoundationType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer AllBuildingLevelTags;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FFortMapData> BuildingLevelData;
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UBuildingGroup();
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UFUNCTION(BlueprintCallable)
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void GetAllMapNames(TArray<FString>& AllMaps);
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};
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