#pragma once #include "CoreMinimal.h" #include "Engine/DataTable.h" #include "GenerateStructAnimationSet.generated.h" USTRUCT(BlueprintType) struct FAnimationSet : public FTableRowBase { GENERATED_BODY() FAnimationSet() : sIdleAniPath() { } UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = AnimationSet) FString sIdleAniPath; bool operator==(const FAnimationSet& Other) const { return sIdleAniPath == Other.sIdleAniPath; } bool operator!=(const FAnimationSet& Other) const { return !(*this == Other); } bool IsDefault() const { return sIdleAniPath.IsEmpty(); } };