#pragma once #include "CoreMinimal.h" #include "EnemyDeepPathfinderCharacter.h" #include "Shredder.generated.h" class AActor; UCLASS(Blueprintable) class AShredder : public AEnemyDeepPathfinderCharacter { GENERATED_BODY() public: private: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float FoldoutRange; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float SpinRange; UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true)) AActor* CurrentTarget; public: AShredder(); virtual void GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const override; };