#pragma once #include "CoreMinimal.h" #include "ItemUpgrade.h" #include "Templates/SubclassOf.h" #include "UpgradeValues.h" #include "WeaponHitCounterUpgrade.generated.h" class AActor; class AFSDPlayerState; class UWeaponHitCounterComponent; UCLASS(Blueprintable, EditInlineNew, MinimalAPI) class UWeaponHitCounterUpgrade : public UItemUpgrade { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) TSubclassOf ComponentClass; public: UWeaponHitCounterUpgrade(); UFUNCTION(BlueprintCallable, BlueprintPure) static FUpgradeValues GetUpgradedValue(AFSDPlayerState* Player, TSubclassOf Item, TSubclassOf NewComponentClass); };