ProjectM/Source/ProjectT/Data/Gen/GenerateStructCharacterMesh...

42 lines
981 B
C

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "GenerateStructCharacterMeshSet.generated.h"
USTRUCT(BlueprintType)
struct FCharacterMeshSet : public FTableRowBase
{
GENERATED_BODY()
FCharacterMeshSet() :
iBodyMeshId(),
iWeaponMeshId(),
iWeaponSocketId()
{
}
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = CharacterMeshSet)
int32 iBodyMeshId;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = CharacterMeshSet)
int32 iWeaponMeshId;
UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = CharacterMeshSet)
int32 iWeaponSocketId;
bool operator==(const FCharacterMeshSet& Other) const
{
return iBodyMeshId == Other.iBodyMeshId && iWeaponMeshId == Other.iWeaponMeshId && iWeaponSocketId == Other.iWeaponSocketId;
}
bool operator!=(const FCharacterMeshSet& Other) const
{
return !(*this == Other);
}
bool IsDefault() const
{
return iBodyMeshId == 0 && iWeaponMeshId == 0 && iWeaponSocketId == 0;
}
};