#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "GravityChangedComponent.generated.h" class UPrimitiveComponent; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UGravityChangedComponent : public UActorComponent { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bAwakeOnGravityChanged; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) TArray PrimitiveComponents; public: UGravityChangedComponent(); protected: UFUNCTION(BlueprintCallable) void OnGravityChanged(float Gravity, float Change); };