init
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// © 2025 Naked People Team. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "ClothingSlotType.h"
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#include "Engine/DataAsset.h"
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#include "NakedDesire/Player/PrivateBodyPartType.h"
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#include "ClothingItem.generated.h"
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/**
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*
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*/
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UCLASS(BlueprintType)
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class NAKEDDESIRE_API UClothingItem : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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FText Name;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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UTexture2D* Icon;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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EClothingSlotType SlotType;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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USkeletalMesh* SkeletalMesh;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TMap<FName, UMaterialInstance*> Materials;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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UStaticMesh* StaticMesh;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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int BasePrice;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TArray<EPrivateBodyPartType> CoveredBodyParts;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, meta = (EditCondition = "SlotType == EClothingSlotType::Shoes", Category = "Shoes"))
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float ShoesOffset = 0.0f;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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bool UseLeaderPose = false;
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};
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