// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Engine/DataAsset.h" #include "Math/MathFwd.h" #include "Math/Vector.h" #include "UObject/SoftObjectPtr.h" #include "UObject/UObjectGlobals.h" #include "PocketLevel.generated.h" class UObject; class UWorld; /** * */ UCLASS() class POCKETWORLDS_API UPocketLevel : public UDataAsset { GENERATED_BODY() public: UPocketLevel(); public: // The level that will be streamed in for this pocket level. UPROPERTY(EditAnywhere, Category = "Streaming") TSoftObjectPtr Level; // The bounds of the pocket level so that we can create multiple instances without overlapping each other. UPROPERTY(EditAnywhere, Category = "Streaming") FVector Bounds; };