#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 SimpleDeathParticles; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftObjectPtr SimpleDeathSound; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) uint8 bRegisterAsGlobalGameplayEventListener: 1; public: ADeployableBaseCore(); protected: UFUNCTION(BlueprintCallable, BlueprintNativeEvent) FTransform GetSimpleDeathFXTransform() const; };