#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "AnimatedItem.h" #include "Templates/SubclassOf.h" #include "CalldownItem.generated.h" class AActor; class ARessuplyPod; class UItemPlacerAggregator; class UResourceData; UCLASS(Blueprintable) class ACalldownItem : public AAnimatedItem { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf ItemPlacerClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf SupplyPodClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UResourceData* ResouceRequired; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText OrderDescription; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FText LogText; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf ResupplyBeacon; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UItemPlacerAggregator* ItemPlacerInstance; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float CoolDown; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float CooldownRemaining; public: ACalldownItem(); protected: UFUNCTION(BlueprintCallable, Reliable, Server) void Server_Call_Resupply(const FVector& Location); };