#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "GameFramework/Actor.h" #include "Engine/EngineTypes.h" #include "CaveVine.generated.h" class UHealthComponent; class USceneComponent; class USplineMeshComponent; UCLASS(Abstract, Blueprintable) class ACaveVine : public AActor { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TEnumAsByte GroundCollisionChannel; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float IdleSwingSpeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ChaseSpeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MaxReach; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float GroundOffset; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float NoiseRadius; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float NoiseSpeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USplineMeshComponent* SplineMeshComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USceneComponent* VineHead; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector VineVelocity; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector VineLocation; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector VineStartLocation; UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr Target; public: ACaveVine(); protected: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void BP_OnTargetChanged(UHealthComponent* NewTarget); UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void BP_OnInitialized(); };