#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "StingerIdleAudioComponent.generated.h" class UAudioComponent; class UHealthComponentBase; UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class FSD_API UStingerIdleAudioComponent : public UActorComponent { GENERATED_BODY() public: UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr AudioComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, Export, Transient, meta=(AllowPrivateAccess=true)) TWeakObjectPtr HealthComponent; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float FadeInTime; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float FadeOutTime; UStingerIdleAudioComponent(); };