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| #pragma once
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| #include "Engine/DataAsset.h"
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| #include "LyraPawnData.generated.h"
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| #define UE_API LYRAGAME_API
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| class APawn;
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| class ULyraAbilitySet;
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| class ULyraAbilityTagRelationshipMapping;
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| class ULyraCameraMode;
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| class ULyraInputConfig;
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| class UObject;
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| UCLASS(MinimalAPI, BlueprintType, Const, Meta = (DisplayName = "Lyra Pawn Data", ShortTooltip = "Data asset used to define a Pawn."))
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| class ULyraPawnData : public UPrimaryDataAsset
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| {
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| GENERATED_BODY()
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| public:
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| UE_API ULyraPawnData(const FObjectInitializer& ObjectInitializer);
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| public:
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pawn")
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| TSubclassOf<APawn> PawnClass;
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Abilities")
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| TArray<TObjectPtr<ULyraAbilitySet>> AbilitySets;
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Abilities")
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| TObjectPtr<ULyraAbilityTagRelationshipMapping> TagRelationshipMapping;
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Input")
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| TObjectPtr<ULyraInputConfig> InputConfig;
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Camera")
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| TSubclassOf<ULyraCameraMode> DefaultCameraMode;
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| };
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| #undef UE_API
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