#pragma once #include "CoreMinimal.h" #include "Engine/DataAsset.h" #include "FloatPerkActivation.generated.h" class APlayerCharacter; UCLASS(Abstract, Blueprintable, EditInlineNew) class UFloatPerkActivation : public UDataAsset { GENERATED_BODY() public: UFloatPerkActivation(); protected: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void Receive_ActivatePerk(APlayerCharacter* Character, float Value); };