#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Components/ActorComponent.h" #include "PFCollisionType.h" #include "PathfinderSplineSegmentCollisionComponent.generated.h" class USplineComponent; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UPathfinderSplineSegmentCollisionComponent : public UActorComponent { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Radius; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) PFCollisionType CollisionType; UPathfinderSplineSegmentCollisionComponent(); UFUNCTION(BlueprintCallable) void UpdateFromSpline(USplineComponent* SplineComponent, int32 StartIndex); UFUNCTION(BlueprintCallable) void Update(const FVector& SplineStart, const FVector& SplineStartTangent, const FVector& SplineEnd, const FVector& SplineEndTangent); UFUNCTION(BlueprintCallable) void Clear(); };