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

43 lines
1.4 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Perception/AIPerceptionTypes.h"
#include "HostileGuntowerModule.h"
#include "HostileTargetingGuntowerModule.generated.h"
class AActor;
UCLASS(Blueprintable)
class AHostileTargetingGuntowerModule : public AHostileGuntowerModule {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<AActor*> SensedTargets;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TurretRotationSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
AActor* TargetedActor;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TargetingRotationSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName TargetingFromBone;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float TimeUntilForgetTarget;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool AlwaysUpdateAimRotation;
public:
AHostileTargetingGuntowerModule();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void OnPerceptionUpdated(AActor* sensedActor, FAIStimulus Stimulus);
};