41 lines
1.2 KiB
C++
Executable file
41 lines
1.2 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "Templates/SubclassOf.h"
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#include "WeaponHitCountEffect.h"
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#include "DamageHitCountEffect.generated.h"
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class UDamageClass;
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class UParticleSystem;
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class USoundCue;
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class UStatusEffect;
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UCLASS(Blueprintable, EditInlineNew, MinimalAPI)
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class UDamageHitCountEffect : public UWeaponHitCountEffect {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DamagePerHit;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDamageClass* DamageClass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UParticleSystem* DamageParticle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* DamageSound;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool DeadBugWalkingTargetMarking;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ExtraDamageForCalculatingDBW;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UStatusEffect> DeadBugWalkingSTE;
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public:
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UDamageHitCountEffect();
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};
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