#pragma once #include "CoreMinimal.h" #include "DroneStateComponentBase.h" #include "DroneFollowState.generated.h" class AActor; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UDroneFollowState : public UDroneStateComponentBase { GENERATED_BODY() public: private: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) AActor* FollowTarget; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MaxFollowRadius; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MinFollowRadius; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float UpdateLocationInterval; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float UpdateLocationVariance; public: UDroneFollowState(); };