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

33 lines
999 B
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Components/ActorComponent.h"
#include "Engine/EngineTypes.h"
#include "Engine/NetSerialization.h"
#include "Templates/SubclassOf.h"
#include "WeaponHitEffectComponent.generated.h"
class AActor;
UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
class UWeaponHitEffectComponent : public UActorComponent {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float EffectChance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<AActor> ActorToSpawn;
public:
UWeaponHitEffectComponent();
protected:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_SpawnEffect(const FVector_NetQuantize& Location, const FRotator& Rotation);
UFUNCTION(BlueprintCallable)
void OnHit(const FHitResult& HitResult, bool isAlwaysPenetrated);
};