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// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once

#include "Engine/DataAsset.h"

#include "LyraPawnData.generated.h"

#define UE_API LYRAGAME_API

class APawn;
class ULyraAbilitySet;
class ULyraAbilityTagRelationshipMapping;
class ULyraCameraMode;
class ULyraInputConfig;
class UObject;


/**

 * ULyraPawnData

 *

 *	Non-mutable data asset that contains properties used to define a pawn.

 */
UCLASS(MinimalAPI, BlueprintType, Const, Meta = (DisplayName = "Lyra Pawn Data", ShortTooltip = "Data asset used to define a Pawn."))
class ULyraPawnData : public UPrimaryDataAsset
{
	GENERATED_BODY()

public:

	UE_API ULyraPawnData(const FObjectInitializer& ObjectInitializer);

public:

	// Class to instantiate for this pawn (should usually derive from ALyraPawn or ALyraCharacter).
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pawn")
	TSubclassOf<APawn> PawnClass;

	// Ability sets to grant to this pawn's ability system.
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Abilities")
	TArray<TObjectPtr<ULyraAbilitySet>> AbilitySets;

	// What mapping of ability tags to use for actions taking by this pawn
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Abilities")
	TObjectPtr<ULyraAbilityTagRelationshipMapping> TagRelationshipMapping;

	// Input configuration used by player controlled pawns to create input mappings and bind input actions.
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Input")
	TObjectPtr<ULyraInputConfig> InputConfig;

	// Default camera mode used by player controlled pawns.
	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Camera")
	TSubclassOf<ULyraCameraMode> DefaultCameraMode;
};

#undef UE_API