Files
FNGameProj/Source/FortniteGame/Public/FortAIProxyActor.h
2024-01-21 00:41:14 +01:00

45 lines
1.5 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Engine/EngineTypes.h"
#include "AbilitySystemInterface.h"
#include "EFortBaseWeaponDamage.h"
#include "FortDamageableActorInterface.h"
#include "FortAIProxyActor.generated.h"
class UFortAbilitySystemComponent;
class UFortDamageSet;
class UFortHealthSet;
class UFortMovementSet;
UCLASS(Blueprintable)
class FORTNITEGAME_API AFortAIProxyActor : public AActor/*, public IAbilitySystemInterface*/, public IFortDamageableActorInterface {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<EPhysicalSurface> PrimaryPhysicalSurface;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UFortHealthSet* HealthSet;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UFortDamageSet* DamageSet;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UFortMovementSet* MovementSet;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UFortAbilitySystemComponent* AbilitySystemComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TEnumAsByte<EFortBaseWeaponDamage::Type> BaseWeaponDamageResponseType;
public:
AFortAIProxyActor();
// Fix for true pure virtual functions not being implemented
};