#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Engine/EngineTypes.h" #include "Components/SceneComponent.h" #include "RotatingSceneComponent.generated.h" UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class URotatingSceneComponent : public USceneComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRotator DeltaRotaion; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float BobbingSpeed; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float BobbingSize; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool Sweep; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool ForceParentUp; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) ETeleportType TeleportMode; public: URotatingSceneComponent(); };