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https://github.com/ApfelTeeSaft/UnrealEvent.git
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47 lines
1.9 KiB
C++
47 lines
1.9 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "Engine/EngineTypes.h"
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#include "Engine/EngineTypes.h"
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#include "AttachedInfo.h"
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#include "FortProjectileBase.h"
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#include "FortAttachableProjectileBase.generated.h"
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class AActor;
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class AController;
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class UPrimitiveComponent;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API AFortAttachableProjectileBase : public AFortProjectileBase {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ReplicatedAttachedInfo, meta=(AllowPrivateAccess=true))
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FAttachedInfo AttachedInfo;
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AFortAttachableProjectileBase();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void ServerAttachToActor(const FHitResult& Hit, AActor* AttachToActor, float StickyOffsetFromPhysicsMesh, float StickyOffsetFromBoneCenter, float NarrowPlacementAgainstVelocityThreshold);
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UFUNCTION(BlueprintCallable)
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void OnRep_ReplicatedAttachedInfo();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnFinalizeAttachmentSocketLocandRot(FVector InWorldPos, FRotator InWorldRot, FName InSocketName, bool bFoundClosestOnPhysicsAsset, FVector& OutWorldPos, FRotator& OutWorldRot, FName& OutSocketName);
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protected:
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/* UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnAttachedToEndPlayed(AActor* DamagedActor, TEnumAsByte<EEndPlayReason> EndPlayReason);*/ //cant fix this
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnAttachedToDied(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum);
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public:
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UFUNCTION(BlueprintCallable)
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AActor* GetAttachedToActor();
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};
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