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29 lines
863 B
C++
29 lines
863 B
C++
#pragma once
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#include "CoreMinimal.h"
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#include "MaterialVariants.generated.h"
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class UMaterialInterface;
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USTRUCT(BlueprintType)
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struct FMaterialVariants {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UMaterialInterface> MaterialToSwap;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName ComponentToOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName CascadeMaterialName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaterialOverrideIndex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UMaterialInterface> OverrideMaterial;
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FORTNITEGAME_API FMaterialVariants();
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};
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