#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "MissionStatsCollector.generated.h" class APlayerCharacter; class UCappedResource; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UMissionStatsCollector : public UActorComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) APlayerCharacter* Character; public: UMissionStatsCollector(); protected: UFUNCTION(BlueprintCallable) void OnResourceIncremented(UCappedResource* Resource, float Amount); };