#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "Curves/CurveFloat.h" #include "DecalData.h" #include "Templates/SubclassOf.h" #include "DamageSettings.generated.h" class UDamageComponent; class UDamageImpulse; class UDamageTag; class UNiagaraSystem; class USoundCue; class UStatusEffect; UCLASS(Blueprintable) class UDamageSettings : public UDataAsset { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float TemperatureChangePerColdDamagePoint; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float TemperatureChangePerIceDamagePoint; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float TemperatureChangePerHeatDamagePoint; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float TemperatureChangePerFireDamagePoint; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float TemperatureShockActivationWindow; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float FrozenDamageBonus; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf EnemyOnFireStatusEffect; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf PlayerOnFireStatusEffect; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf TemperatureShockFromFrozenStatusEffect; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf TemperatureShockFromBurningStatusEffect; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float InfectionPerDamagePoint; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UDamageComponent* ArmorShatterDamage; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UDamageComponent* ChemicalExplosionDamage; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UNiagaraSystem* ArmorShatterEmitter; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USoundCue* ArmorShatterSound; UPROPERTY(BlueprintReadWrite, EditAnywhere, EditFixedSize, meta=(AllowPrivateAccess=true)) TArray ImpactDecals; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve ArmorToArmorDamageBreakingCurve; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float RadialHealthArmorDamageFalloff; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 HealthArmorBonesAffectedByRadialDamage; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageTag* DetonateFrozen; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageTag* DetonateOnFire; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageTag* DirectHit; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageTag* MeltTarget; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageTag* CookTarget; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageTag* GibTarget; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageTag* ExplodeOnDeath; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageTag* IgnoreBodypartDamageReduction; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageImpulse* DefaultDamageImpulse; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UDamageImpulse* DoTDamageImpulse; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float RagdollGlobalForceMultiplier; UDamageSettings(); };