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36 lines
1.0 KiB
C++
36 lines
1.0 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "BuildingGameplayActor.h"
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#include "DeployableBaseCore.generated.h"
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class ADeployableBasePlot;
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class UParticleSystem;
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class USoundBase;
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UCLASS(Abstract, Blueprintable, MinimalAPI)
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class ADeployableBaseCore : public ABuildingGameplayActor {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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ADeployableBasePlot* Plot;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UParticleSystem> SimpleDeathParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<USoundBase> SimpleDeathSound;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bRegisterAsGlobalGameplayEventListener: 1;
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public:
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ADeployableBaseCore();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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FTransform GetSimpleDeathFXTransform() const;
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};
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