#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "Engine/EngineTypes.h" #include "DroneStream.generated.h" class ABosco; class UCapsuleComponent; class UPrimitiveComponent; class USceneComponent; UCLASS(Blueprintable) class ADroneStream : public AActor { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USceneComponent* Root; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UCapsuleComponent* Collision; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool CheckStartOverlaps; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool CheckEndOverlaps; public: ADroneStream(); protected: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void Receive_OnAbilityDataSet(); UFUNCTION(BlueprintCallable) void OnEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); UFUNCTION(BlueprintCallable) void OnBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult); UFUNCTION(BlueprintCallable, BlueprintPure) ABosco* GetBosco() const; };