Files
2026-04-22 15:51:07 +02:00

36 lines
1.0 KiB
C++

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