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DedicatedServerCourse/Source/DedicatedServers/Public/Data/API/APIData.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "GameplayTags/DedicatedServerTags.h"
#include "APIData.generated.h"
/**
*
*/
UCLASS()
class DEDICATEDSERVERS_API UAPIData : public UDataAsset
{
GENERATED_BODY()
public:
FString GetAPIEndPoint(const FGameplayTag& APIEndPoint);
protected:
// Name of this API - for labeling in the Data Asset; This is not used by any code.
UPROPERTY(EditDefaultsOnly)
FString Name;
UPROPERTY(EditDefaultsOnly)
FString InvokeUrl;
UPROPERTY(EditDefaultsOnly)
FString Stage;
UPROPERTY(EditDefaultsOnly)
TMap<FGameplayTag, FString> Resources;
};