using CUE4Parse.UE4.Objects.Core.i18N; using CUE4Parse.UE4.Objects.UObject; public enum EItemAvailability : byte { Available, Disabled, Retired } public enum EInventoryItemType : byte { None = 0, Item, ItemAddOn, CamperPerk, Power, PowerAddOn, SlasherPerk, Favor, Customization, IridescentShardsPack, AuricCellsPack, BloodpointsPack, FreeTicket, Skill, CharacterClass, Chest, SuperChest, EntityBox, Count } public enum ECustomizationCategory : byte { None, SurvivorHead, SurvivorTorso, SurvivorLegs, KillerHead, KillerBody, KillerWeapon, Outfits, Charm, Badge, Banner, PortraitBackground } public enum EPlayerRole : byte { VE_None, VE_Slasher, VE_Camper, VE_Observer } public struct AvailabilityStruct { public EItemAvailability itemAvailability; public string DLCId; public string[] AdditionalDlcIds; //public Int32 CloudInventoryId; public string CommunityId; public bool _isLicensed; } public struct UIDataStruct { public FText DisplayName; public FText Description; public FText GameplayText; public FText FlavorText; public FText InGameDescription; public int AssociatedCharacterIndex; public FSoftObjectPath[] IconAssetList; }