Skip to content

Commit

Permalink
More blueprint types inventory props for blueprint access
Browse files Browse the repository at this point in the history
  • Loading branch information
JediKnightChan committed Dec 1, 2024
1 parent 795ab9e commit 02ab372
Show file tree
Hide file tree
Showing 2 changed files with 13 additions and 5 deletions.
8 changes: 8 additions & 0 deletions Config/DefaultGameplayTags.ini
Original file line number Diff line number Diff line change
Expand Up @@ -482,6 +482,14 @@ NetIndexFirstBitSegment=16
+GameplayTagList=(Tag="GameplayEvent.Stun.Short",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.Stun.Standard",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.TestAction",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.UI.CurrencyPlate.Refresh",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.UI.LoadingScreen.Hide",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.UI.LoadingScreen.Show",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.UI.Matchmaking.Cancel",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.UI.Matchmaking.Start",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.UI.MatchmakingPopup",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.UI.MatchmakingPopup.Hide",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.UI.MatchmakingPopup.Show",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.UI.Weapon.BottomPercentAction",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.UI.Weapon.BottomPercentAction.Cancelled",DevComment="")
+GameplayTagList=(Tag="GameplayEvent.UI.Weapon.BottomPercentAction.Started",DevComment="")
Expand Down
10 changes: 5 additions & 5 deletions Source/ECR/Public/Gameplay/Equipment/ECREquipmentDefinition.h
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@
class UECRAbilitySet;
class UECREquipmentInstance;

USTRUCT()
USTRUCT(BlueprintType)
struct FECREquipmentActorToSpawn
{
GENERATED_BODY()
Expand All @@ -21,13 +21,13 @@ struct FECREquipmentActorToSpawn
{
}

UPROPERTY(EditAnywhere, Category=Equipment)
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category=Equipment)
FECRActorSelectionSet ActorSelectionSet;

UPROPERTY(EditAnywhere, Category=Equipment)
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category=Equipment)
FName AttachSocket;

UPROPERTY(EditAnywhere, Category=Equipment)
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category=Equipment)
FTransform AttachTransform;
};

Expand All @@ -54,6 +54,6 @@ class UECREquipmentDefinition : public UObject
TArray<TObjectPtr<const UECRAbilitySet>> AbilitySetsToGrant;

// Actors to spawn on the pawn when this is equipped
UPROPERTY(EditAnywhere, Category=Equipment)
UPROPERTY(BlueprintReadOnly, EditAnywhere, Category=Equipment)
TArray<FECREquipmentActorToSpawn> ActorsToSpawn;
};

0 comments on commit 02ab372

Please sign in to comment.