#pragma once #include "CoreMinimal.h" #include "Components/StaticMeshComponent.h" #include "TerrainScannerStaticMesh.generated.h" class UHealthComponentBase; UCLASS(Blueprintable, EditInlineNew, ClassGroup=Custom, meta=(BlueprintSpawnableComponent)) class FSD_API UTerrainScannerStaticMesh : public UStaticMeshComponent { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bVisibleAtBeginPlay; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bHideOnDeath; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) bool bUseFogOfWar; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool bVisibleOnScanner; public: UTerrainScannerStaticMesh(); UFUNCTION(BlueprintCallable) void SetVisibleOnScanner(bool InShowOnScanner); protected: UFUNCTION(BlueprintCallable) void OnOwnerDeath(UHealthComponentBase* InHealthComponent); };