ProjectM/Source/ProjectT/Data/Gen/GenerateStructAnimationSet.h

34 lines
603 B
C

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