#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "CaveObject.generated.h" UCLASS(Abstract, Blueprintable) class ACaveObject : public AActor { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool CanCharacterStandOn; public: ACaveObject(); protected: UFUNCTION(BlueprintCallable) void TriggerNetworkUpdate(); UFUNCTION(BlueprintCallable) void ResumeNetworkUpdates(); UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintImplementableEvent) void Recieve_OnGameStarted(); UFUNCTION(BlueprintCallable) void PauseNetworkUpdates(); };