Space Plunder
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WeaponSaveGame.h
Go to the documentation of this file.
1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "WeaponStructs.h"
7#include "GameFramework/SaveGame.h"
8#include "WeaponSaveGame.generated.h"
9
10
11UCLASS()
12class WEAPONSYSTEM_API UWeaponSaveGame : public USaveGame
13{
14 GENERATED_BODY()
15
16
17public:
18
19 UPROPERTY(BlueprintReadWrite, Category="Shooting|Save Game")
20 TArray<FWeaponData_T> SavedWeapons;
21 UPROPERTY(BlueprintReadWrite, Category="Shooting|Save Game")
22 FPlayerWeaponState SavedPlayerWeaponState;
23 UPROPERTY(BlueprintReadWrite, Category="Shooting|Save Game")
24 int32 SavedCurrentIndex;
25};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition WeaponSaveGame.h:13
A struct that represents the state of a player's weapon.
Definition WeaponStructs.h:118
Struct representing data of a weapon that changes.
Definition WeaponStructs.h:861