#pragma once #include "CoreMinimal.h" #include "GameplayTagContainer.h" #include "EliteEnemyEntry.h" #include "RunningMissionBP.h" #include "HeroEnemies.generated.h" class APawn; class UEnemyDescriptor; UCLASS(Abstract, Blueprintable) class UHeroEnemies : public URunningMissionBP { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagQuery AllowedQuery; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TMap Entries; public: UHeroEnemies(); protected: UFUNCTION(BlueprintCallable) void OnEnemySpawned(APawn* enemy, UEnemyDescriptor* descriptor); };