RealtimeStyleTransferRuntime/Source/LyraGame/Character/LyraPawnData.h

56 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "Engine/DataAsset.h"
#include "Templates/SubclassOf.h"
#include "UObject/UObjectGlobals.h"
#include "LyraPawnData.generated.h"
class APawn;
class ULyraAbilitySet;
class ULyraAbilityTagRelationshipMapping;
class ULyraCameraMode;
class ULyraInputConfig;
class UObject;
/**
* 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."))
class LYRAGAME_API ULyraPawnData : public UPrimaryDataAsset
{
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")
TArray<TObjectPtr<ULyraAbilitySet>> AbilitySets;
// What mapping of ability tags to use for actions taking by this pawn
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Abilities")
TObjectPtr<ULyraAbilityTagRelationshipMapping> TagRelationshipMapping;
// Input configuration used by player controlled pawns to create input mappings and bind input actions.
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Input")
TObjectPtr<ULyraInputConfig> InputConfig;
// Default camera mode used by player controlled pawns.
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Camera")
TSubclassOf<ULyraCameraMode> DefaultCameraMode;
};