RealtimeStyleTransferRuntime/Source/LyraGame/Feedback/NumberPops/LyraDamagePopStyle.h

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1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/UnrealString.h"
#include "Engine/DataAsset.h"
#include "GameplayTagContainer.h"
#include "Math/Color.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UObjectGlobals.h"
#include "LyraDamagePopStyle.generated.h"
class UObject;
class UStaticMesh;
UCLASS()
class ULyraDamagePopStyle : public UDataAsset
{
GENERATED_BODY()
public:
ULyraDamagePopStyle();
UPROPERTY(EditDefaultsOnly, Category="DamagePop")
FString DisplayText;
UPROPERTY(EditDefaultsOnly, Category="DamagePop")
FGameplayTagQuery MatchPattern;
UPROPERTY(EditDefaultsOnly, Category="DamagePop", meta=(EditCondition=bOverrideColor))
FLinearColor Color;
UPROPERTY(EditDefaultsOnly, Category="DamagePop", meta=(EditCondition=bOverrideColor))
FLinearColor CriticalColor;
UPROPERTY(EditDefaultsOnly, Category="DamagePop", meta=(EditCondition=bOverrideMesh))
TObjectPtr<UStaticMesh> TextMesh;
UPROPERTY()
bool bOverrideColor = false;
UPROPERTY()
bool bOverrideMesh = false;
};