#pragma once #include "CoreMinimal.h" #include "CharacterStateComponent.h" #include "PushingState.generated.h" class UUseAnimationSetting; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class FSD_API UPushingState : public UCharacterStateComponent { GENERATED_BODY() public: private: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) UUseAnimationSetting* PushingAnimation; public: UPushingState(); };