Files
2024-01-21 00:41:14 +01:00

45 lines
1.4 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "Engine/EngineTypes.h"
#include "FortAnimSetRandomAnimation.h"
#include "FortAnimSet.generated.h"
class UAnimSequenceBase;
class UAnimationAsset;
UCLASS(Blueprintable)
class FORTNITEGAME_API UFortAnimSet : public UDataAsset {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FDirectoryPath SourceRootPath;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FDirectoryPath> TargetRootPathList;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequenceBase* FallbackSequence;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FName> UniqueInSourceAssets;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FName> UniqueInTargetAssets;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FFortAnimSetRandomAnimation> RandomAnimations;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TMap<FName, UAnimationAsset*> AssetRemapping;
UFortAnimSet();
UFUNCTION(BlueprintCallable)
void UpdateReferencesInRandomSection();
UFUNCTION(BlueprintCallable)
void UpdateAssets();
};