41 lines
1.3 KiB
C++
Executable file
41 lines
1.3 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "DebrisActorComponent.h"
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#include "DebrisItemActorItem.h"
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#include "EDebrisItemPass.h"
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#include "IRandRange.h"
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#include "DebrisItemComponent.generated.h"
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class UDebrisPositioning;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UDebrisItemComponent : public UDebrisActorComponent {
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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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UDebrisPositioning* Debris;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FDebrisItemActorItem> Actors;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EDebrisItemPass ItemPass;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float InfluenceRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MinDistanceToImportantLocations;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool UseAmount;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FIRandRange Amount;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 AmountSearchMultiplier;
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UDebrisItemComponent();
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};
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