// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "UObject/Object.h" #include "BaseItem.generated.h" /** * */ UCLASS(Abstract, BlueprintType, Blueprintable, EditInlineNew, DefaultToInstanced) class THE_TWILIGHT_ABYSS_API UBaseItem : public UObject { GENERATED_BODY() public: //The text that will be displayed for using the item (Equip, Eat) UPROPERTY(EditDefaultsOnly,BlueprintReadWrite, Category = "Item") FText ItemUseAction; //The actual mesh of the item UPROPERTY(EditDefaultsOnly,BlueprintReadWrite, Category = "Item") class UStaticMesh* ItemMesh; //The picture of the item icon UPROPERTY(EditDefaultsOnly,BlueprintReadWrite, Category = "Item") class UTexture2D* ItemIcon; //The name of the item UPROPERTY(EditDefaultsOnly,BlueprintReadWrite, Category = "Item") FText ItemDisplayName; //The description of the item UPROPERTY(EditDefaultsOnly,BlueprintReadWrite, Category = "Item") FText ItemDescription; //reference to the UInventoryComponent script UPROPERTY() class UInventoryComponent* StoredItems; };