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;
        
    };