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不明不惑
2026-03-03 01:23:02 +08:00
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "Engine/DataAsset.h"
#include "Chaos/ChaosEngineInterface.h"
#include "UObject/Object.h"
#include "GES_ContextEffectsPreviewSetting.generated.h"
/**
* Data asset for context effects preview settings.
* 情景效果预览设置的数据资产。
*/
UCLASS()
class GENERICEFFECTSSYSTEM_API UGES_ContextEffectsPreviewSetting : public UDataAsset
{
GENERATED_BODY()
public:
/**
* Whether to use physical surface as context for preview.
* 是否使用物理表面作为预览情景。
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Preview)
bool bPreviewPhysicalSurfaceAsContext = true;
/**
* Physical surface type for preview.
* 预览的物理表面类型。
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Preview, meta = (EditCondition = "bPreviewPhysicalSurfaceAsContext"))
TEnumAsByte<EPhysicalSurface> PreviewPhysicalSurface = EPhysicalSurface::SurfaceType_Default;
/**
* Context effects libraries for preview.
* 预览的情景效果库。
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Preview, meta = (AllowedClasses = "/Script/GenericEffectsSystem.GES_ContextEffectsLibrary"))
TArray<FSoftObjectPath> PreviewContextEffectsLibraries;
/**
* Source context tags for preview.
* 预览的源情景标签。
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Preview)
FGameplayTagContainer PreviewSourceContext;
/**
* Target context tags for preview.
* 预览的目标情景标签。
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Preview)
FGameplayTagContainer PreviewTargetContext;
};