#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Animation/AnimNotifies/AnimNotifyState_TimedParticleEffect.h" #include "AnimNotifyState_TimedParticleEffectWithImpactDecals.generated.h" class UMaterialInterface; class UPhysicalMaterial; UCLASS(Blueprintable, CollapseCategories, EditInlineNew) class UAnimNotifyState_TimedParticleEffectWithImpactDecals : public UAnimNotifyState_TimedParticleEffect { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UMaterialInterface* DecalMaterial; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float DecalSize; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float FadeStartDelay; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float FadeDuration; public: UAnimNotifyState_TimedParticleEffectWithImpactDecals(); protected: UFUNCTION(BlueprintCallable) void OnParticleCollision(FName EventName, float EmitterTime, int32 ParticleTime, FVector Location, FVector Velocity, FVector Direction, FVector Normal, FName BoneName, UPhysicalMaterial* PhysMat) const; };