#pragma once #include "CoreMinimal.h" #include "GameplayTagContainer.h" #include "RunningMissionBP.h" #include "ExterminationReward.generated.h" class AActor; class UResourceData; UCLASS(Abstract, Blueprintable) class UExterminationReward : public URunningMissionBP { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UResourceData* Resource; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float AwardSize; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagContainer AllowedFilter; public: UExterminationReward(); protected: UFUNCTION(BlueprintCallable) void OnEnemyKilled(const FGameplayTagContainer& GameplayTags, AActor* killedEnemy); };