#pragma once #include "CoreMinimal.h" #include "EnemyGroupDescriptor.h" #include "AmberEventEnemyPool.generated.h" UCLASS(Blueprintable) class UAmberEventEnemyPool : public UEnemyGroupDescriptor { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MaxTimeBetweenSpawn; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MinTimeBetweenSpawn; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 MaxEnemyCap; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 AmbersNeededdToComplete; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 AmbersNeededOnePlayer; UAmberEventEnemyPool(); };