#pragma once #include "CoreMinimal.h" #include "GameEvent.h" #include "ExplosiveBarrelEvent.generated.h" class UDamageComponent; UCLASS(Blueprintable) class AExplosiveBarrelEvent : public AGameEvent { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) UDamageComponent* EndDamage; AExplosiveBarrelEvent(); };