#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Components/ActorComponent.h" #include "Engine/EngineTypes.h" #include "Engine/NetSerialization.h" #include "Engine/NetSerialization.h" #include "Templates/SubclassOf.h" #include "StickyFlameSpawner.generated.h" class AStickyFlame; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class UStickyFlameSpawner : public UActorComponent { GENERATED_BODY() public: DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FStickyFlameSignature, AStickyFlame*, StickyFlame); UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FStickyFlameSignature OnStickyFlameSpawned; protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf StickyFlameActor; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float FlameLifetime; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float StickyFlameIntervals; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float StickyMaxSpawnPerSecond; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float StickyFlameMinDistance; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float StickyFlameLastTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) FVector StickyFlameLastLocation; public: UStickyFlameSpawner(); UFUNCTION(BlueprintCallable) bool TrySpawnStickyFlameHit(const FHitResult& Hit); UFUNCTION(BlueprintCallable) bool TrySpawnStickyFlame(FVector Location, FVector Normal); protected: UFUNCTION(BlueprintCallable, Reliable, Server) void ServerSpawnStickyFlame(FVector_NetQuantize Location, FVector_NetQuantizeNormal Normal); };