#pragma once #include "CoreMinimal.h" #include "Engine/DataTable.h" #include "GenerateStructSoundList.generated.h" USTRUCT(BlueprintType) struct FSoundList : public FTableRowBase { GENERATED_BODY() FSoundList() : sSoundClass(), sSoundType(), sSoundPath(), sAttenPath(), bLooping() { } UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = SoundList) FString sSoundClass; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = SoundList) FString sSoundType; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = SoundList) FString sSoundPath; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = SoundList) FString sAttenPath; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = SoundList) bool bLooping; bool operator==(const FSoundList& Other) const { return sSoundClass == Other.sSoundClass && sSoundType == Other.sSoundType && sSoundPath == Other.sSoundPath && sAttenPath == Other.sAttenPath && bLooping == Other.bLooping; } bool operator!=(const FSoundList& Other) const { return !(*this == Other); } bool IsDefault() const { return sSoundClass.IsEmpty() && sSoundType.IsEmpty() && sSoundPath.IsEmpty() && sAttenPath.IsEmpty() && bLooping == 0; } };