#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Components/SceneComponent.h" #include "RotateToFace.generated.h" class AActor; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class URotateToFace : public USceneComponent { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector TargetOffset; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) AActor* Target; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) int32 Face; URotateToFace(); UFUNCTION(BlueprintCallable) void SetTarget(AActor* NewTarget); UFUNCTION(BlueprintCallable) void SetShouldFaceAway(bool FaceAway); };