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| #pragma once
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| #include "Engine/DataAsset.h"
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| #include "LyraPickupDefinition.generated.h"
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| class ULyraInventoryItemDefinition;
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| class UNiagaraSystem;
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| class UObject;
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| class USoundBase;
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| class UStaticMesh;
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| UCLASS(MinimalAPI, Blueprintable, BlueprintType, Const, Meta = (DisplayName = "Lyra Pickup Data", ShortTooltip = "Data asset used to configure a pickup."))
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| class ULyraPickupDefinition : public UDataAsset
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| {
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| GENERATED_BODY()
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| public:
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup|Equipment")
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| TSubclassOf<ULyraInventoryItemDefinition> InventoryItemDefinition;
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup|Mesh")
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| TObjectPtr<UStaticMesh> DisplayMesh;
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup")
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| int32 SpawnCoolDownSeconds;
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup")
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| TObjectPtr<USoundBase> PickedUpSound;
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup")
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| TObjectPtr<USoundBase> RespawnedSound;
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup")
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| TObjectPtr<UNiagaraSystem> PickedUpEffect;
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup")
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| TObjectPtr<UNiagaraSystem> RespawnedEffect;
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| };
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| UCLASS(MinimalAPI, Blueprintable, BlueprintType, Const, Meta = (DisplayName = "Lyra Weapon Pickup Data", ShortTooltip = "Data asset used to configure a weapon pickup."))
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| class ULyraWeaponPickupDefinition : public ULyraPickupDefinition
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| {
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| GENERATED_BODY()
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| public:
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup|Mesh")
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| FVector WeaponMeshOffset;
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Pickup|Mesh")
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| FVector WeaponMeshScale = FVector(1.0f, 1.0f, 1.0f);
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| };
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