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