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

43 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "FortSplineAudioComponent.generated.h"
class UAudioComponent;
class USoundBase;
class USplineComponent;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class FORTNITEGAME_API UFortSplineAudioComponent : public UActorComponent {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundBase* ClosestPointSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float UpdateFrequencyInaudible;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float UpdateFrequencyAudible;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MaxDistanceOffset;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
USplineComponent* Spline;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UAudioComponent* AudioAtClosestPoint;
public:
UFortSplineAudioComponent();
UFUNCTION(BlueprintCallable)
void SetSpline(USplineComponent* NewSpline);
UFUNCTION(BlueprintCallable)
UAudioComponent* GetAudioComponent();
};