2024-11-11 17:08:26 +00:00

41 lines
1.4 KiB
C++

// 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<AFGBuildableFactory> 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<FRRDADSModAdapterInventoryAccess> mInventoryAccess;
UPROPERTY( 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;
};