#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "ECharacterState.h" #include "StatusAddedComponent.h" #include "EndStatusEffectOnLanding.generated.h" class UStatusEffect; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UEndStatusEffectOnLanding : public UActorComponent, public IStatusAddedComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TWeakObjectPtr EffectToCancel; public: UEndStatusEffectOnLanding(); UFUNCTION(BlueprintCallable) void OnOwnerStateChanged(ECharacterState State); // Fix for true pure virtual functions not being implemented };