T8 vs T7 Header Comparison - CDDTreborn/Tekken-8-Resources GitHub Wiki
T8 ItemPrefab.h
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "ItemPrefab.generated.h"
class UBaseCharacterItem;
class UBaseItem;
class UCustomizeItem;
UCLASS(Blueprintable)
class POLARIS_API UItemPrefab : public UObject {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UBaseItem* BaseItemRef;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UBaseCharacterItem* BaseCharacterItemRef;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UCustomizeItem* CustomizeItemRef;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FString ParentItemPrefabName;
UItemPrefab();
UFUNCTION(BlueprintCallable)
bool IsValidItemPrefab();
};
T7 CustomizeCharacterItem.h
#pragma once
//CROSS-MODULE INCLUDE V2: -ModuleName=CoreUObject -ObjectName=LinearColor -FallbackName=LinearColor
//CROSS-MODULE INCLUDE V2: -ModuleName=CoreUObject -ObjectName=Object -FallbackName=Object
#include "Array.h"
#include "CustomizeMaterialInstanceColorData.h"
#include "EItemReleaseVer.h"
#include "Platform.h"
#include "TKCharacterCIType.h"
#include "UObject.h"
#include "CustomizeCharacterItem.generated.h"
class UCharacterItem;
class UCustomizeCharacterItem;
class USkeletalMeshComponent;
class UStaticMeshComponent;
UCLASS(Blueprintable)
class TEKKENGAME_API UCustomizeCharacterItem : public UObject {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<EItemReleaseVer> ReleaseVer;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UCharacterItem* CharacterItem;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<TKCharacterCIType> CCIType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FCustomizeMaterialInstanceColorData> ItemColors;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FLinearColor> IndexColors;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FLinearColor> Index0Colors;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UCustomizeCharacterItem*> DependencyItems;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bAllowSales;
UCustomizeCharacterItem();
UFUNCTION(BlueprintCallable, Category="Other")
bool SetCharacterItem(UCharacterItem* SourceCharacterItem);
UFUNCTION(BlueprintCallable, Category="Other")
TArray<FCustomizeMaterialInstanceColorData> GetMeshMaterialInstancesFromStaticMesh(UStaticMeshComponent* TargetMeshComponent);
UFUNCTION(BlueprintCallable, Category="Other")
TArray<FCustomizeMaterialInstanceColorData> GetMeshMaterialInstances(USkeletalMeshComponent* TargetMeshComponent);
UFUNCTION(BlueprintCallable, Category="Other")
TArray<FCustomizeMaterialInstanceColorData> GetItemColorsData() const;
UFUNCTION(BlueprintCallable, Category="Other")
FLinearColor GetColorIndex(int32 Index) const;
};