#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "MissionManager.generated.h" class URunningMissionBP; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UMissionManager : public UActorComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray RunningBlueprints; public: UMissionManager(); protected: UFUNCTION(BlueprintCallable) void OnMatchStarted(); };