#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "DynamicReverbComponent.generated.h" class UAudioComponent; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UDynamicReverbComponent : public UActorComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float LargeCaveValue; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MediumCaveValue; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float SmallCaveValue; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float FadeTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Priority; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float TunnelAmbienceFadeIn; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float TunnelAmbienceFadeOut; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UAudioComponent* TunnelSoundInstance; public: UDynamicReverbComponent(); protected: UFUNCTION(BlueprintCallable) void TunnelTimerTriggered(); UFUNCTION(BlueprintCallable) void TimerTriggered(); };