// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "ProjectT/Data/Gen/GenerateStructItem.h" #include "UObject/Object.h" #include "PlayerInventoryModel.generated.h" USTRUCT(Blueprintable) struct FPlayerGimmickSlotData { GENERATED_BODY() FPlayerGimmickSlotData() : ItemRowName("None"), ItemCount(0) { } UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Item) FName ItemRowName; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Item) FItem ItemData; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Item) int32 ItemCount; }; USTRUCT(Blueprintable) struct FPlayerSpendSlotData { GENERATED_BODY() FPlayerSpendSlotData() : ItemRowName("None") { } UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Item) FName ItemRowName; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Item) FItem ItemData; }; UCLASS() class PROJECTT_API UPlayerInventoryModel : public UObject { GENERATED_BODY() };