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