#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "FSDReverbVolume.generated.h" class UReverbEffect; class USphereComponent; UCLASS(Blueprintable) class AFSDReverbVolume : public AActor { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true)) USphereComponent* Collision; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UReverbEffect* Reverb; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float Priority; AFSDReverbVolume(); };