#pragma once #include "CoreMinimal.h" #include "AfflictionEffect.h" #include "AttachMeshesAfflictionItem.h" #include "AttachMeshesAfflictionEffect.generated.h" class UParticleSystem; UCLASS(Blueprintable) class UAttachMeshesAfflictionEffect : public UAfflictionEffect { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray AttachItems; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UParticleSystem* OnRemoveEffect; public: UAttachMeshesAfflictionEffect(); };