34 lines
1.1 KiB
C++
Executable file
34 lines
1.1 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 "LaserPointerData.h"
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#include "LaserPointerMarker.generated.h"
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class APlayerCharacter;
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class UPrimitiveComponent;
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class UTerrainMaterial;
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UCLASS(Abstract, Blueprintable)
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class ALaserPointerMarker : public AActor {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLaserPointerData LookAtData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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AActor* LookAtActor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Replicated, Transient, meta=(AllowPrivateAccess=true))
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UPrimitiveComponent* LookAtComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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UTerrainMaterial* LookAtTerrainMaterial;
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ALaserPointerMarker();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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APlayerCharacter* GetCharacter() const;
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};
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