Payback 0.0.1
CK Graduation Project
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LevelRuleData.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Data/UI/UIContext.h"
7#include "Engine/DataAsset.h"
8#include "LevelRuleData.generated.h"
9
14
15
16UCLASS(Blueprintable, BlueprintType, EditInlineNew)
17class CK_UE_API ULevelRuleData : public UObject
18{
19 GENERATED_BODY()
20
21public:
22 UFUNCTION(BlueprintPure, Category = "Stage")
23 UStoryboardDefinition* GetStoryboardDefinition() const;
24
25 UFUNCTION(BlueprintPure, Category = "Flow|Player")
26 UPlayerDeathFlowDefinition* GetPlayerDeathFlowDefinition() const;
27
28 UFUNCTION(BlueprintPure, Category = "Flow|Player")
29 UPlayerSpawnFlowDefinition* GetPlayerSpawnFlowDefinition() const;
30
31 UFUNCTION(BlueprintPure, Category = "Flow|Niagara")
32 UNiagaraCachingFlowDefinition* GetNiagaraCachingFlowDefinition() const;
33
34protected:
35 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Stage")
36 TObjectPtr<UStoryboardDefinition> StoryboardDefinition;
37
38 UPROPERTY(EditAnywhere, BlueprintReadOnly, Instanced, Category = "Player")
39 TObjectPtr<UPlayerDeathFlowDefinition> PlayerDeathFlowDefinition;
40
41 UPROPERTY(EditAnywhere, BlueprintReadOnly, Instanced, Category = "Player")
42 TObjectPtr<UPlayerSpawnFlowDefinition> PlayerSpawnFlowDefinition;
43
44 UPROPERTY(EditAnywhere, BlueprintReadOnly, Instanced, Category = "Niagara")
45 TObjectPtr<UNiagaraCachingFlowDefinition> NiagaraCachingFlowDefinition;
46};
Definition LevelRuleData.h:18
Definition NiagaraCachingFlowDefinition.h:14
Definition PlayerDeathFlowDefinition.h:17
Definition PlayerSpawnFlowDefinition.h:16
Definition StoryboardDefinition.h:37