#pragma once #include "CoreMinimal.h" #include "FSDPhysicalMaterial.h" #include "OptionalBloodPhysicalMaterial.generated.h" class UParticleSystem; UCLASS(Blueprintable, CollapseCategories) class UOptionalBloodPhysicalMaterial : public UFSDPhysicalMaterial { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UParticleSystem* BloodlessImpactParticles; public: UOptionalBloodPhysicalMaterial(); };