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