#pragma once #include "CoreMinimal.h" #include "AfflictionEffect.h" #include "ScaledEffect.h" #include "SpawnAtLocationParticleAfflictionEffect.generated.h" UCLASS(Blueprintable) class USpawnAtLocationParticleAfflictionEffect : public UAfflictionEffect { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FScaledEffect ScaledParticleEffect; public: USpawnAtLocationParticleAfflictionEffect(); };