KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
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UCharacterData.h
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1// Copyright (c) 2025 Doppleddiggong. All rights reserved. Unauthorized copying, modification, or distribution of this file, via any medium is strictly prohibited. Proprietary and confidential.
2
7#pragma once
8
9#include "CoreMinimal.h"
10#include "Engine/DataAsset.h"
11#include "UCharacterData.generated.h"
12
13UCLASS(BlueprintType)
14class LATTELIBRARY_API UCharacterData : public UDataAsset
15{
16 GENERATED_BODY()
17
18public:
19 bool LoadIdleMontage( TSoftObjectPtr<UAnimMontage>& OutMontage) const;
20
21public:
22 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Skeletal)
23 TSoftObjectPtr<class USkeletalMesh> MeshData;
24 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Skeletal)
25 FVector RelativeLocation = FVector(0,0,-88.0f);
26 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Skeletal)
27 FRotator RelativeRotator = FRotator(0,0,-90.0f);
28 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Skeletal)
29 FVector RelativeScale = FVector(1.0f);
30
31 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Skeletal)
32 TArray<TSoftObjectPtr<class UMaterialInstanceConstant>> MaterialArray;
33
34 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Socket)
35 FName LeftHandSocketName = FName("hand_l");
36 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Socket)
37 FName RightHandSocketName = FName("hand_r");
38 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Socket)
39 FName LeftFootSocketName = FName("foot_l");
40 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Socket)
41 FName RightFootSocketName = FName("foot_r");
42
43 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=AnimBlueprint)
44 TSoftClassPtr<class UAnimInstance> AnimBluePrint;
45
46 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=AnimBlueprint)
47 TSoftObjectPtr<class UAnimMontage> IdleAsset;
48};