text: // 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 "CraftingRuleDataTable.generated.h"
  
  USTRUCT(BlueprintType)
  struct FCraftingRulePair
  {
  	GENERATED_BODY()
  
  public:
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  	FDataTableRowHandle Handle;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  	int32 Num;
  };
  
  USTRUCT(BlueprintType)
  struct FCraftingRule
  {
  	GENERATED_BODY()
  
  public:
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  	TArray<FCraftingRulePair> In;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  	TArray<FCraftingRulePair> Out;
  };
  
  USTRUCT(BlueprintType)
  struct FCraftingRuleRow : public FTableRowBase
  {
  	GENERATED_BODY()
  
  public:
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  	FCraftingRule Info;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite)
  	float RequireEnergy;
  };
  
  UCLASS()
  class SPACESMITH_API ACraftingRuleDataTable : public AActor
  {
  	GENERATED_BODY()
  
  };
  