// Project Lab - NHTV Igad #pragma once #include "Blueprint/UserWidget.h" #include "MapData.generated.h" UCLASS(BlueprintType) class UMapData : public UDataAsset { GENERATED_BODY() public: UMapData(); UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Level") FString friendlyName; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Level") FString description; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Level", meta = (ClampMin = "2", ClampMax = "4", UIMin = "2", UIMax = "4")) int32 maxTeamCount; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Level") UTexture2D* icon; UPROPERTY(BlueprintReadOnly, Category = "Level") FString pathToAsset; };