#pragma once #include "CoreMinimal.h" #include "CharacterStateComponent.h" #include "AttachedStateComponent.generated.h" UCLASS(Blueprintable, MinimalAPI, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UAttachedStateComponent : public UCharacterStateComponent { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool DisableHeadLightOnEnter; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool EnableHeadLightOnExit; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MaxPitch; public: UAttachedStateComponent(); };