adding structure for vehicle definition (managing parked vehicles)

This commit is contained in:
bernatx 2022-08-26 16:30:06 +02:00 committed by bernat
parent 0ef84b22e8
commit 5daeb4d63d
1 changed files with 19 additions and 0 deletions

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@ -46,3 +46,22 @@ struct FActorDefinition
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FActorAttribute> Attributes;
};
/// A definition of a Vehicle Actor with all the variation and attributes.
USTRUCT(BlueprintType)
struct FVehicleActorDefinition
{
GENERATED_BODY()
/// A list of comma-separated tags.
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString Tags;
/// Assign a static mesh into the actor.
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UStaticMesh* mesh;
/// Colors represent the avaliable colors for each actor
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FColor> colors;
};