48 lines
1.7 KiB
C++
Executable file
48 lines
1.7 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/ProjectileMovementComponent.h"
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#include "Templates/SubclassOf.h"
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#include "FSDProjectileMovementComponent.generated.h"
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class AActor;
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class UCurveFloat;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnProjectilePenetrateDelegate);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnProjectileOutOfPropulsion);
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UFSDProjectileMovementComponent : public UProjectileMovementComponent {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnProjectilePenetrateDelegate OnProjectilePenetrate;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnProjectileOutOfPropulsion OnProjectileOutOfPropulsion;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bShouldPenetrate: 1;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSubclassOf<AActor>> IgnoreCollisionAgainst;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool InvertIgnoreCollisionAgainst;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCurveFloat* AccelerationCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AccelerationMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxPropulsionTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bCancelPenetration: 1;
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public:
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UFSDProjectileMovementComponent();
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};
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