// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "LyraExperienceActionSet.generated.h" class UGameFeatureAction; /** * Definition of a set of actions to perform as part of entering an experience */ UCLASS(BlueprintType, NotBlueprintable) class ULyraExperienceActionSet : public UPrimaryDataAsset { GENERATED_BODY() public: ULyraExperienceActionSet(); //~UObject interface #if WITH_EDITOR virtual EDataValidationResult IsDataValid(TArray& ValidationErrors) override; #endif //~End of UObject interface //~UPrimaryDataAsset interface #if WITH_EDITORONLY_DATA virtual void UpdateAssetBundleData() override; #endif //~End of UPrimaryDataAsset interface public: // List of actions to perform as this experience is loaded/activated/deactivated/unloaded UPROPERTY(EditAnywhere, Instanced, Category="Actions to Perform") TArray> Actions; // List of Game Feature Plugins this experience wants to have active UPROPERTY(EditAnywhere, Category="Feature Dependencies") TArray GameFeaturesToEnable; };