#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "GameFramework/Actor.h" #include "LaserPointerWaypoint.generated.h" class ALaserPointerItem; class APlayerCharacter; UCLASS(Abstract, Blueprintable) class ALaserPointerWaypoint : public AActor { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr Character; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr LaserPointer; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector Normal; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 Index; public: ALaserPointerWaypoint(); protected: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void OnShow(); UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void OnHide(); };