// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "Engine/DataTable.h" //#include "InventoryItem.generated.h" /** * */ USTRUCT(BlueprintType) struct FInventoryItem : public FTableRowBase { GENERATED_BODY(); public: FInventoryItem(); //unique ID for the item UPROPERTY(EditAnywhere, BlueprintReadWrite) FName ItemID; //name of the item UPROPERTY(EditAnywhere, BlueprintReadWrite) FText ItemName; //weight of the item //(this may not be important, depends on how we re-design the inventory) UPROPERTY(EditAnywhere, BlueprintReadWrite) int32 ItemWeight; //is the item only available through drops? UPROPERTY(EditAnywhere, BlueprintReadWrite) bool OnlyDropped; UPROPERTY(EditAnywhere, BlueprintReadWrite) UTexture2D* ItemIcon; UPROPERTY(EditAnywhere, BlueprintReadWrite) FText ItemDescription; bool operator==(const FInventoryItem& OtherItem) const { return ItemID == OtherItem.ItemID; } };