52 lines
1.6 KiB
C
52 lines
1.6 KiB
C
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "LyraPawnData.generated.h"
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class APawn;
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class ULyraAbilitySet;
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class ULyraInputConfig;
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class ULyraAbilityTagRelationshipMapping;
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class ULyraCameraMode;
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/**
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* ULyraPawnData
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*
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* Non-mutable data asset that contains properties used to define a pawn.
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*/
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UCLASS(BlueprintType, Const, Meta = (DisplayName = "Lyra Pawn Data", ShortTooltip = "Data asset used to define a Pawn."))
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class ULyraPawnData : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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public:
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ULyraPawnData(const FObjectInitializer& ObjectInitializer);
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public:
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// Class to instantiate for this pawn (should usually derive from ALyraPawn or ALyraCharacter).
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pawn")
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TSubclassOf<APawn> PawnClass;
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// Ability sets to grant to this pawn's ability system.
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Abilities")
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TArray<ULyraAbilitySet*> AbilitySets;
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// What mapping of ability tags to use for actions taking by this pawn
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Abilities")
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ULyraAbilityTagRelationshipMapping* TagRelationshipMapping;
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// Input configuration used by player controlled pawns to create input mappings and bind input actions.
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Input")
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ULyraInputConfig* InputConfig;
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// Default camera mode used by player controlled pawns.
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Camera")
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TSubclassOf<ULyraCameraMode> DefaultCameraMode;
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};
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