#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "ItemMarker.generated.h" UCLASS(Abstract, Blueprintable) class AItemMarker : public AActor { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bMarkerValid; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bMarkerVisible; public: AItemMarker(); protected: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void OnMarkerVisibilityChanged(bool Visible); UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void OnMarkerValidChanged(bool Valid); };