#pragma once #include "CoreMinimal.h" #include "Curves/CurveFloat.h" #include "DebrisActorComponent.h" #include "InfluencerComponent.generated.h" UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UInfluencerComponent : public UDebrisActorComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve ProbabilityCurve; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRuntimeFloatCurve ScaleCurve; public: UInfluencerComponent(); };