46 lines
1.6 KiB
C++
Executable file
46 lines
1.6 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Components/ActorComponent.h"
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#include "CrossbowProjectileRecallable.generated.h"
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class APlayerCharacter;
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class UInstantUsable;
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class UInterpolatedFirstPersonStaticMeshComponent;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UCrossbowProjectileRecallable : public UActorComponent {
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GENERATED_BODY()
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public:
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UInstantUsable* Usable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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APlayerCharacter* RecallTarget;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RecallStartTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RecallSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FTransform StartTransform;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UInterpolatedFirstPersonStaticMeshComponent* FPMeshComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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bool IsRecallable;
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public:
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UCrossbowProjectileRecallable();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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private:
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_SetRecallTarget(APlayerCharacter* Player, const FTransform& startTrans);
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};
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