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