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