#pragma once #include "CoreMinimal.h" #include "ThrowableActor.h" #include "ShieldGeneratorActor.generated.h" UCLASS(Blueprintable) class AShieldGeneratorActor : public AThrowableActor { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true)) float GeneratorRadius; UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true)) float DeployDelay; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bPushStatusEffectOnExit; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float GeneratorLifetime; public: AShieldGeneratorActor(); virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; };