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

49 lines
1.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "FortCharacter.h"
#include "FortWorker.generated.h"
class UFortItemIconDefinition;
class UFortWorkerType;
UCLASS(Blueprintable)
class FORTNITEGAME_API UFortWorker : public UFortCharacter {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString slotted_building_id;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 building_slot_used;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 Gender;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString personality;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString set_bonus;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString Portrait;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer PersonalityTag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer SetBonusTag;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TSoftObjectPtr<UFortItemIconDefinition> IconDefinition;
public:
UFortWorker();
UFUNCTION(BlueprintCallable, BlueprintPure)
UFortWorkerType* GetWorkerTypeBP() const;
};