34 lines
1.1 KiB
C++
Executable file
34 lines
1.1 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "ArmorDamageEffects.h"
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#include "ArmorShatterDelegateDelegate.h"
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#include "BaseArmorDamageComponent.generated.h"
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class UFSDPhysicalMaterial;
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class USkeletalMeshComponent;
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UCLASS(Abstract, Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UBaseArmorDamageComponent : public UActorComponent {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool ArmorDamageEnabled;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FArmorShatterDelegate OnArmorShatteredEvent;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FArmorDamageEffects ArmorBreakEffects;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UFSDPhysicalMaterial*> ArmorPhysMats;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* Mesh;
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public:
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UBaseArmorDamageComponent();
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};
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