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