56 lines
1.7 KiB
C++
Executable file
56 lines
1.7 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "HangingFireCracker.generated.h"
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class UFSDAudioComponent;
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class UInstantUsable;
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class UNiagaraComponent;
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class UNiagaraSystem;
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class USkeletalMeshComponent;
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class USoundCue;
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class UStaticMeshComponent;
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UCLASS(Blueprintable)
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class AHangingFireCracker : public AActor {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UInstantUsable* Usable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* SKMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UNiagaraComponent* MovingSparks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UFSDAudioComponent* FuseSound;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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TArray<UStaticMeshComponent*> Crackers;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UNiagaraSystem* CrackerExplosion;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* CrackerExplosionCue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SparkSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ExplodeRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ExplodeImpulse;
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public:
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AHangingFireCracker();
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protected:
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UFUNCTION(BlueprintCallable)
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void StartFire();
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};
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