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

50 lines
1.7 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "DeepPathfinderCharacter.h"
#include "NetMontageAble.h"
#include "QueuedMontage.h"
#include "EnemyDeepPathfinderCharacter.generated.h"
class UAnimInstance;
class UAnimMontage;
class UEnemyHealthComponent;
class UMaterialInterface;
class UMeshComponent;
class USkeletalMeshComponent;
UCLASS(Blueprintable)
class AEnemyDeepPathfinderCharacter : public ADeepPathfinderCharacter, public INetMontageAble {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UEnemyHealthComponent* HealthComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_QueuedMontage, meta=(AllowPrivateAccess=true))
FQueuedMontage QueuedMontage;
public:
AEnemyDeepPathfinderCharacter();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable, BlueprintPure=false)
void SwitchToDynamicBaseShader(UMaterialInterface* baseShader, UMeshComponent* MeshComponent) const;
UFUNCTION(BlueprintCallable)
void OnRep_QueuedMontage();
// Fix for true pure virtual functions not being implemented
public:
UFUNCTION(BlueprintCallable)
float QueueMontage(UAnimMontage* Montage) override PURE_VIRTUAL(QueueMontage, return 0.0f;);
UFUNCTION(BlueprintCallable)
USkeletalMeshComponent* GetSkeletalMesh() const override PURE_VIRTUAL(GetSkeletalMesh, return NULL;);
UFUNCTION(BlueprintCallable)
UAnimInstance* GetAnimInstance() const override PURE_VIRTUAL(GetAnimInstance, return NULL;);
};