24 virtual void BeginPlay()
override;
25 virtual void GetActorEyesViewPoint(FVector& OutLocation, FRotator& OutRotation)
const override;
26 virtual bool GetIsUpsideDown()
const override;
28 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=
"Auto Turret")
29 FName RootBoneName = FName("SK_Prop_Turret_Small_Pivot_Ceiling_01");
30 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category= "Auto Turret")
31 FName GunBoneName = FName("SK_Prop_Turret_Small_Gun_Ceiling_01");
33 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Visual")
34 USkeletalMeshComponent* MeshComponent;
35 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Visual")
36 UCapsuleComponent* CapsuleComponent;
37 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Visual")
38 UChildActorComponent* CurrentWeapon;
40 virtual
void EnemySeen() override;
41 virtual
void LostAllTargets() override;
43 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category= "Auto Turret")
44 float WeaponFireFrequency = 0.1;
46 virtual
void WeaponFire();
47 UFUNCTION(BlueprintImplementableEvent, Category="
Defence")
50 virtual
void RotateToTarget() override;
54 virtual
void OnDeath(AActor* OwningActor,
EDeathType DeathType, AActor* DeathCauser, AController* DeathInstigator) override;
58 FTimerHandle WeaponFireTimerHandle;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13