#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "GameplayTagContainer.h" #include "DroneTargetSensingComponent.generated.h" class AActor; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UDroneTargetSensingComponent : public UActorComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagQuery TargetQuery; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) AActor* PulseFrom; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float SensingRange; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float SensingIntervals; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool NeedsLineOfSight; public: UDroneTargetSensingComponent(); };