#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "FloatPerkComponent.generated.h" class APlayerCharacter; UCLASS(Abstract, Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UFloatPerkComponent : public UActorComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float FloatValue; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) APlayerCharacter* PlayerCharacter; public: UFloatPerkComponent(); protected: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void Receive_OnInitialized(); };