RealtimeStyleTransferRuntime/Source/LyraGame/System/LyraGameData.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DataAsset.h"
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#include "UObject/SoftObjectPtr.h"
#include "UObject/UObjectGlobals.h"
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#include "LyraGameData.generated.h"
class UGameplayEffect;
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class UObject;
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/**
* ULyraGameData
*
* Non-mutable data asset that contains global game data.
*/
UCLASS(BlueprintType, Const, Meta = (DisplayName = "Lyra Game Data", ShortTooltip = "Data asset containing global game data."))
class ULyraGameData : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
ULyraGameData();
// Returns the loaded game data.
static const ULyraGameData& Get();
public:
// Gameplay effect used to apply damage. Uses SetByCaller for the damage magnitude.
UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects", meta = (DisplayName = "Damage Gameplay Effect (SetByCaller)"))
TSoftClassPtr<UGameplayEffect> DamageGameplayEffect_SetByCaller;
// Gameplay effect used to apply healing. Uses SetByCaller for the healing magnitude.
UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects", meta = (DisplayName = "Heal Gameplay Effect (SetByCaller)"))
TSoftClassPtr<UGameplayEffect> HealGameplayEffect_SetByCaller;
// Gameplay effect used to add and remove dynamic tags.
UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects")
TSoftClassPtr<UGameplayEffect> DynamicTagGameplayEffect;
};