#pragma once #include "CoreMinimal.h" #include "CharacterStateComponent.h" #include "DeadStateComponent.generated.h" class UAnimMontage; class UParticleSystem; UCLASS(Blueprintable, MinimalAPI, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UDeadStateComponent : public UCharacterStateComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float respawnDelay; public: UDeadStateComponent(); UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void SetDeathParameters(float NewRespawnDelay, float effectDelay, UAnimMontage* deathMontage, UParticleSystem* deathEffect, bool useAnimationTimeAsRespawnTime); };