#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "DeepPathFinderSize.h" #include "FakeMoverPropulsion.h" #include "FakeMoverTarget.h" #include "FakeMoverSettings.generated.h" UCLASS(Blueprintable) class UFakeMoverSettings : public UDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) DeepPathFinderSize PathfinderColiSize; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool StickToSurface; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool AlignRotationToSurface; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float AirFriction; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float SurfaceFriction; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Gravity; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float AirGravity; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FFakeMoverPropulsion Propulsion; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FFakeMoverTarget NearestPlayerInfluence; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FFakeMoverTarget TargetInfluence; UFakeMoverSettings(); };