#pragma once #include "CoreMinimal.h" #include "CharacterStateComponent.h" #include "ParalyzedStateComponent.generated.h" class AActor; UCLASS(Blueprintable, MinimalAPI, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UParalyzedStateComponent : public UCharacterStateComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSoftClassPtr CaveLeechClass; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float CameraArmHeightOffset; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float CameraArmSpeed; public: UParalyzedStateComponent(); };