#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "EnemyDetonationSetting.generated.h" class UDamageComponent; class UNiagaraSystem; class USoundCue; UCLASS(Blueprintable) class UEnemyDetonationSetting : public UDataAsset { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UDamageComponent* FireDamage; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UNiagaraSystem* FireParticles; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USoundCue* FireSound; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UDamageComponent* IceDamage; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UNiagaraSystem* IceParticles; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USoundCue* IceSound; public: UEnemyDetonationSetting(); };