// 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 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 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; };