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

48 lines
1.7 KiB
C++
Executable file

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