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39 lines
1.3 KiB
C++
39 lines
1.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "FortFXSkeletonMeshComponent.generated.h"
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UCLASS(Abstract, Blueprintable, EditInlineNew, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UFortFXSkeletonMeshComponent : public USkeletalMeshComponent {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AwakenFadeInTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AwakenDuration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AwakenFadeOutTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BuildingHitFadeInTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BuildingHitDuration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BuildingHitFadeOutTime;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* SourceMeshComponent;
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public:
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UFortFXSkeletonMeshComponent();
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UFUNCTION(BlueprintCallable)
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void SetSource(USkeletalMeshComponent* InMeshComponent);
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};
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