#pragma once #include "CoreMinimal.h" #include "DamageBonusBase.h" #include "KnockbackDamageBonus.generated.h" UCLASS(Blueprintable, EditInlineNew) class UKnockbackDamageBonus : public UDamageBonusBase { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float KnockBackHorizontalForce; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float KnockBackVerticalForce; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float VerticalScaleMultiplier; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float HorizontalScaleMultiplier; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MinVerticalPower; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float MinHorizontalPower; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float OptimalDistance; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool AllowForIncapacitadedPlayes; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool KnockThowardsInstigator; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool ScalePowerToInstigatorDistance; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool AbsoluteKnockBack; public: UKnockbackDamageBonus(); };