AzureAbyss/Source/the_twilight_abyss/BaseItems/Items/BaseItem.h
MH261677 e070b32f0e Created BaseItem and InventoryComponent for Items
Created both the baseitem and inventorycomponent class to start adding in the custom items to the game.
2022-11-14 14:57:02 +00:00

42 lines
1.1 KiB
C++

// 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;
};