#pragma once #include "CoreMinimal.h" #include "RandRange.h" #include "ReactiveTerrainTrackerComponent.h" #include "PathfinderReactiveTerrainTrackerComponent.generated.h" class UFSDPhysicalMaterial; class UStatusEffectsComponent; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UPathfinderReactiveTerrainTrackerComponent : public UReactiveTerrainTrackerComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRandRange CheckInterval; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) UFSDPhysicalMaterial* CurrentPhysicalMaterial; UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true)) UStatusEffectsComponent* StatusEffectsComponent; public: UPathfinderReactiveTerrainTrackerComponent(); };