DRG-Femboy-Voice/Source/FSD/Public/CrossbowProjectileRecallable.h
2025-04-15 12:39:31 -07:00

46 lines
1.6 KiB
C++
Executable file

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