#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Components/ActorComponent.h" #include "DecalManager.generated.h" class UFSDPhysicalMaterial; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UDecalManager : public UActorComponent { GENERATED_BODY() public: UDecalManager(); UFUNCTION(BlueprintCallable) void SpawnDecal(const FVector& Location, const FVector& Normal, UFSDPhysicalMaterial* PhysMat); };