#pragma once #include "CoreMinimal.h" #include "AfflictionEffect.h" #include "SoundAfflictionEffect.generated.h" class USoundCue; UCLASS(Blueprintable) class USoundAfflictionEffect : public UAfflictionEffect { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USoundCue* BeginSound; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) USoundCue* EndSound; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool Attach; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName AttachBone; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float FadeOnLoopEndDuration; public: USoundAfflictionEffect(); };