#pragma once #include "CoreMinimal.h" #include "GameplayTagContainer.h" #include "DroneStateComponentBase.h" #include "DroneCombatState.generated.h" UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UDroneCombatState : public UDroneStateComponentBase { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagQuery AttackOnOrderQuery; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagQuery AttackOnSightQuery; public: UDroneCombatState(); };