#pragma once #include "CoreMinimal.h" #include "Engine/DataTable.h" #include "GenerateStructItem.generated.h" USTRUCT(BlueprintType) struct FItem : public FTableRowBase { GENERATED_BODY() FItem() : sItemType(), iItemSkillId(), iItemMeshId(), sItemIconPath(), iItemNameId(), iItemDescId() { } UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Item) FString sItemType; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Item) int32 iItemSkillId; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Item) int32 iItemMeshId; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Item) FString sItemIconPath; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Item) int32 iItemNameId; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = Item) int32 iItemDescId; bool operator==(const FItem& Other) const { return sItemType == Other.sItemType && iItemSkillId == Other.iItemSkillId && iItemMeshId == Other.iItemMeshId && sItemIconPath == Other.sItemIconPath && iItemNameId == Other.iItemNameId && iItemDescId == Other.iItemDescId; } bool operator!=(const FItem& Other) const { return !(*this == Other); } bool IsDefault() const { return sItemType.IsEmpty() && iItemSkillId == 0 && iItemMeshId == 0 && sItemIconPath.IsEmpty() && iItemNameId == 0 && iItemDescId == 0; } };