#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "PerkLogic.generated.h" class APlayerCharacter; UCLASS(Abstract, Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class FSD_API UPerkLogic : public UActorComponent { GENERATED_BODY() public: UPerkLogic(); protected: UFUNCTION(BlueprintCallable, BlueprintImplementableEvent) void StartLogic(int32 Rank); UFUNCTION(BlueprintCallable, BlueprintPure) APlayerCharacter* GetCharacter() const; public: UFUNCTION(BlueprintCallable, BlueprintNativeEvent) FText GetAdditionalText(int32 Rank) const; };