#pragma once #include "CoreMinimal.h" #include "Engine/DataTable.h" #include "GenerateStructCharacterMeshSet.generated.h" USTRUCT(BlueprintType) struct FCharacterMeshSet : public FTableRowBase { GENERATED_BODY() FCharacterMeshSet() : iBodyMeshId(), iWeaponMeshId(), iWeaponSocketId() { } UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = CharacterMeshSet) int32 iBodyMeshId; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = CharacterMeshSet) int32 iWeaponMeshId; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = CharacterMeshSet) int32 iWeaponSocketId; bool operator==(const FCharacterMeshSet& Other) const { return iBodyMeshId == Other.iBodyMeshId && iWeaponMeshId == Other.iWeaponMeshId && iWeaponSocketId == Other.iWeaponSocketId; } bool operator!=(const FCharacterMeshSet& Other) const { return !(*this == Other); } bool IsDefault() const { return iBodyMeshId == 0 && iWeaponMeshId == 0 && iWeaponSocketId == 0; } };