// CharacterSkinEditor.cpp #include "CharacterSkinEditor.h"

public: // ...

// CharacterSkinEditor.h #pragma once

UCLASS() class ACharacterSkinEditor : public AActor { GENERATED_BODY()

Keep in mind that this is a hypothetical example and actual implementation details may vary depending on the game's engine, architecture, and specific requirements.

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):

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