Files
FNGameProj/Plugins/EnginePlugins/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectUseConfig.h
T
2024-03-03 23:44:39 +01:00

38 lines
1.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "GameplayTagContainer.h"
#include "SmartObjectSlot.h"
#include "SmartObjectUseConfig.generated.h"
class UGameplayBehaviorConfig;
USTRUCT(BlueprintType)
struct SMARTOBJECTSMODULE_API FSmartObjectUseConfig {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagQuery AvatarTagFilter;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagQuery ObjectTagFilter;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTagContainer ActivityTags;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FSmartObjectSlot> Slots;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UGameplayBehaviorConfig* DefaultBehavior;
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
uint32 MaxConcurrentUsers;
UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
uint32 DefaultExecutionPriority;
FSmartObjectUseConfig();
};