#pragma once #include "CoreMinimal.h" #include "RandRange.h" #include "StatusEffectItem.h" #include "HealingStatusEffectItem.generated.h" class UPawnAffliction; UCLASS(Blueprintable, EditInlineNew) class UHealingStatusEffectItem : public UStatusEffectItem { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool HealPercentage; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float NoDamageTimeRequired; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UPawnAffliction* PawnAffliction; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRandRange Amount; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool IgnoreCanTakeDamage; public: UHealingStatusEffectItem(); };