#pragma once #include "CoreMinimal.h" #include "Templates/SubclassOf.h" #include "WeaponHitCountEffect.h" #include "DamageHitCountEffect.generated.h" class UDamageClass; class UParticleSystem; class USoundCue; class UStatusEffect; UCLASS(Blueprintable, EditInlineNew, MinimalAPI) class UDamageHitCountEffect : public UWeaponHitCountEffect { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float DamagePerHit; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageClass* DamageClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UParticleSystem* DamageParticle; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USoundCue* DamageSound; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool DeadBugWalkingTargetMarking; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ExtraDamageForCalculatingDBW; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf DeadBugWalkingSTE; public: UDamageHitCountEffect(); };