#pragma once #include "CoreMinimal.h" #include "ELockOnWeaponUpgrades.h" #include "StandardItemUpgrade.h" #include "Templates/SubclassOf.h" #include "UpgradeValues.h" #include "LockOnWeaponUpgrade.generated.h" class AFSDPlayerState; class AItem; UCLASS(Blueprintable, EditInlineNew, MinimalAPI) class ULockOnWeaponUpgrade : public UStandardItemUpgrade { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) ELockOnWeaponUpgrades upgradeType; public: ULockOnWeaponUpgrade(); UFUNCTION(BlueprintCallable, BlueprintPure) static FUpgradeValues GetUpgradedValue(TSubclassOf Item, AFSDPlayerState* Player, ELockOnWeaponUpgrades NewUpgradeType); };