#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Components/ActorComponent.h" #include "HugeExplosionComponent.generated.h" class UParticleSystem; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UHugeExplosionComponent : public UActorComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UParticleSystem* ExplosionEffect; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ExplosionSpeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float ExplosionSize; public: UHugeExplosionComponent(); UFUNCTION(BlueprintCallable) void TriggerExplosion(FVector Location); };