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