#pragma once #include "CoreMinimal.h" #include "StatusEffectItem.h" #include "EnemyTemperatureStatusEffectItem.generated.h" UCLASS(Blueprintable, EditInlineNew) class UEnemyTemperatureStatusEffectItem : public UStatusEffectItem { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float WarmingRate; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float UnFreezeTemperature; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float TemperatureChangeScaleModifier; public: UEnemyTemperatureStatusEffectItem(); };