#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "RagdollItem.h" #include "RagdollManager.generated.h" class AActor; class UMaterialInstanceDynamic; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class URagdollManager : public UActorComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) TArray Items; public: URagdollManager(); UFUNCTION(BlueprintCallable) void StartRagdoll(AActor* Actor, const TArray& Materials, float desiredDuration); };