#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Curves/CurveFloat.h" #include "EnemyDeepPathfinderCharacter.h" #include "HalloweenSkull.generated.h" UCLASS(Blueprintable) class AHalloweenSkull : public AEnemyDeepPathfinderCharacter { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector WobbleSpeeds; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector WobbleRanges; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve AlertedMovement; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float AlertedMovementScale; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float AlertedMovementTimeScale; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float JawMovementSpeed; public: AHalloweenSkull(); protected: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void OnJawClosed(); UFUNCTION(BlueprintCallable) void OnAlert(); };