Files
UnrealEngine/Engine/Plugins/Experimental/MutableDataflow/Source/MutableDataflowEditor/Public/MutableDataflowParameters.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

56 lines
1.2 KiB
C++

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