RealtimeStyleTransferRuntime/Source/LyraGame/Character/LyraPawnData.h

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