56 lines
1.2 KiB
C++
56 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "MutableDataflowParameters.generated.h"
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class USkeletalMesh;
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class UTexture2D;
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class UMaterialInterface;
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USTRUCT()
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struct FMutableParameterBase
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{
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GENERATED_USTRUCT_BODY()
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virtual ~FMutableParameterBase() = default;
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UPROPERTY(EditAnywhere, Category = "Mutable")
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FString Name;
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bool operator== (const FMutableParameterBase& Other) const
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{
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return this->Name.ToLower() == Other.Name.ToLower();
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}
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};
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USTRUCT(BlueprintType, meta = (Experimental))
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struct FMutableSkeletalMeshParameter : public FMutableParameterBase
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY(EditAnywhere, Category = "Mutable")
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TObjectPtr<USkeletalMesh> Mesh;
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};
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USTRUCT(BlueprintType, meta = (Experimental))
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struct FMutableTextureParameter : public FMutableParameterBase
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY(EditAnywhere, Category = "Mutable")
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TObjectPtr<UTexture2D> Texture;
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};
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USTRUCT(BlueprintType, meta = (Experimental))
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struct FMutableMaterialParameter : public FMutableParameterBase
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY(EditAnywhere, Category = "Mutable")
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TObjectPtr<UMaterialInterface> Material;
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}; |