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https://github.com/FortniteModdingHub/FNGameProj.git
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43 lines
1.5 KiB
C++
43 lines
1.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CustomCharacterBodyPartData.h"
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#include "CustomCharacterHeadData.generated.h"
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class UCustomHairColorSwatch;
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class UCustomSkinColorSwatch;
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class UFortMontageLookupTable;
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UCLASS(Blueprintable, EditInlineNew)
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class FORTNITEGAME_API UCustomCharacterHeadData : public UCustomCharacterBodyPartData {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UFortMontageLookupTable> RootSkeletonDefaultMontageLookupTable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UFortMontageLookupTable> RootSkeletonOverrideMontageLookupTable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UCustomSkinColorSwatch> SkinColorSwatch;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UCustomHairColorSwatch> HairColorSwatch;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FName> CapMorphTargets;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FName> HelmetMorphTargets;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FName> MaskMorphTargets;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FName> HatMorphTargets;
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public:
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UCustomCharacterHeadData();
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};
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