#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Components/ActorComponent.h" #include "RadarPointRemovedSignatureDelegate.h" #include "Templates/SubclassOf.h" #include "RadarPointComponent.generated.h" class UUserWidget; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class URadarPointComponent : public UActorComponent { GENERATED_BODY() public: UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRadarPointRemovedSignature OnRemove; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float PointPriority; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf WidgetClass; URadarPointComponent(); UFUNCTION(BlueprintCallable) static void MapToRadarPosition(FVector playerPos, FVector playerForward, FVector Pos, bool snap, FVector& radarPos, float& alpha); };