UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Character Skin Editor") class USkinEditor* SkinEditor; };
#include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "CharacterSkinEditor.generated.h" south park the fractured but whole switch nsp verified
Here's a simple example of how the character skin editor could be implemented using C++ and the Unreal Engine (assuming the game uses UE): south park the fractured but whole switch nsp verified
// CharacterSkinEditor.h #pragma once