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

39 lines
1.3 KiB
C++

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