2025-01-09 18:27:12 +00:00
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// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#pragma once
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#include "CoreMinimal.h"
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2025-01-09 23:05:57 +00:00
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#include "OLSPawnDataAsset.h"
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#include "OLSExperienceActionSetDataAsset.generated.h"
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2025-01-09 18:27:12 +00:00
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/**
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* Definition of a set of actions to perform as part of entering an experience
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*/
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UCLASS(BlueprintType, NotBlueprintable)
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2025-01-09 23:05:57 +00:00
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class OLS_API UOLSExperienceActionSetDataAsset : public UOLSPrimaryDataAsset
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2025-01-09 18:27:12 +00:00
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{
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GENERATED_BODY()
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public:
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//~ Begin UObject interface
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#if WITH_EDITOR
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virtual EDataValidationResult IsDataValid(class FDataValidationContext& context) const override;
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#endif
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//~ End UObject interface
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//~ Begin UPrimaryDataAsset interface
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#if WITH_EDITORONLY_DATA
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virtual void UpdateAssetBundleData() override;
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#endif
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//~ End UPrimaryDataAsset interface
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public:
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// List of actions to perform as this experience is loaded/activated/deactivated/unloaded
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UPROPERTY(EditAnywhere, Instanced, Category="Actions to Perform")
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TArray<TObjectPtr<class UGameFeatureAction>> Actions;
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// List of Game Feature Plugins this experience wants to have active
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UPROPERTY(EditAnywhere, Category="Feature Dependencies")
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TArray<FString> GameFeaturesToEnable;
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};
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