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

46 lines
1.4 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Engine/EngineTypes.h"
#include "EnemyDeepPathfinderCharacter.h"
#include "FlyingEnemyDeepPathfinderCharacter.generated.h"
class AActor;
class UParticleSystem;
class UPhysicalMaterial;
class UPhysicsAsset;
class UPrimitiveComponent;
class USoundCue;
UCLASS(Blueprintable)
class AFlyingEnemyDeepPathfinderCharacter : public AEnemyDeepPathfinderCharacter {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UPhysicalMaterial* FrozenMaterial;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UPhysicsAsset* FrozenAsset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* FrozenDeathSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UParticleSystem* FrozenDeathparticles;
public:
AFlyingEnemyDeepPathfinderCharacter();
protected:
UFUNCTION(BlueprintCallable)
void TriggerFrozenRagdoll();
public:
UFUNCTION(BlueprintCallable)
void OnFreezeImpact(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void BP_FreezeImpact();
};