#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "FormationsManagerComponent.generated.h" class UEnemySpawnManager; class UFormationData; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UFormationsManagerComponent : public UActorComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UEnemySpawnManager* SpawnManager; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TArray FormationData; public: UFormationsManagerComponent(); };