#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "DestinationActorComponent.generated.h" class AActor; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class FSD_API UDestinationActorComponent : public UActorComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr DestinationActor; public: UDestinationActorComponent(); virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; UFUNCTION(BlueprintCallable, BlueprintPure) float GetDistToDestinationActor() const; };