#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "UObject/NoExportTypes.h" #include "EItemAdjustmentType.h" #include "RoomFeature.h" #include "Templates/SubclassOf.h" #include "SpawnActorFeature.generated.h" class AActor; UCLASS(Blueprintable, EditInlineNew) class USpawnActorFeature : public URoomFeature { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector Location; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf ActorToSpawn; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector AdjustmentDirection; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) EItemAdjustmentType Adjustment; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector ScaleMin; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FVector ScaleMax; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FRotator RotationDelta; public: USpawnActorFeature(); };