Agrarsense
ActorAssetVariation.h
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1// Copyright (c) 2023 FrostBit Software Lab at the Lapland University of Applied Sciences
2//
3// This work is licensed under the terms of the MIT license.
4// For a copy, see <https://opensource.org/licenses/MIT>.
5
6#pragma once
7
8#include "CoreMinimal.h"
9#include "GameFramework/Actor.h"
10#include "Internationalization/Text.h"
11#include "Misc/Guid.h"
12#include "UObject/ObjectPtr.h"
13#include "ActorAssetDataAsset.h"
14
15#include "ActorAssetVariation.generated.h"
16
17/*
18* Struct for wrapping actor asset data asset to make a variation for a group of actor assets.
19*/
20USTRUCT(BlueprintType)
22{
23 GENERATED_BODY()
24
25public:
26
30 UPROPERTY(EditAnywhere, BlueprintReadOnly)
31 FString UniqueIdentifier;
32
36 UPROPERTY(EditAnywhere, BlueprintReadOnly)
37 FText LongName;
38
42 UPROPERTY(EditAnywhere, BlueprintReadOnly)
43 FText ShortName;
44
48 UPROPERTY(EditAnywhere, BlueprintReadOnly)
49 TObjectPtr<UActorAssetDataAsset> ActorAsset = nullptr;
50
52 {
53 UniqueIdentifier = FGuid::NewGuid().ToString();
54 }
55};