// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "RRDADataAssetDSAdapterCovers.h" #include "Buildables/FGBuildableFactory.h" #include "DataAssets/RRDADataAssetBase.h" #include "Structs/RRDADSStructs.h" #include "RRDADataAssetDSModAdapter.generated.h" /** * */ UCLASS() class REFINEDRDAPI_API URRDADataAssetDSModAdapter : public URRDADataAssetBase { GENERATED_BODY() public: /* The Building class to snap to when placing */ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="ModAdapter") TSubclassOf mBuildingClass; /* The Adapter Cover Asset */ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="ModAdapter") URRDADataAssetDSAdapterCovers* mAdapterCoversAsset; /* Select which inventories can be accessed by Digital Storage */ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="ModAdapter") TArray mInventoryAccess; UPROPERTY(BlueprintReadOnly, meta=(NoAutoJson = true)) bool mOverrideNetworkConnectionTransform = false; /* By default the adapter will use the Power Connection Components transform for the Network Connection Component transform. Override this and manually set the transform */ UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "ModAdapter", meta = ( EditCondition = mOverrideNetworkConnectionTransform )) FTransform mNetworkConnectionRelativeTransform; };