21 UFUNCTION(BlueprintCallable, Category=
"Room")
22 void SetPhysicsObjectsActive(
const bool bActive);
23 UFUNCTION(BlueprintImplementableEvent, Category=
"Room")
24 void OnSetPhysicsObjectsActive(const
bool bActive);
26 UFUNCTION(BlueprintCallable, Category="Room")
27 void SetRoomGravity(const
bool bOn);
28 UFUNCTION(BlueprintImplementableEvent, Category="Room")
29 void OnSetRoomGravity(const
bool bOn);
35 virtual
void BeginPlay() override;
38 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Room")
39 class USceneComponent* SceneComponent;
41 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Room")
42 class USceneComponent* WallsRootComponent;
43 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Room")
44 class USceneComponent* FloorRootComponent;
45 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Room")
46 class USceneComponent* CeilingRootComponent;
50 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Room")
51 TArray<AActor*> AllPhysicsObjects;
52 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Room")
53 TArray<UStaticMeshComponent*> AllWallMeshes;
54 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Room")
55 TArray<UStaticMeshComponent*> AllFloorMeshes;
56 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Room")
57 TArray<UStaticMeshComponent*> AllCeilingMeshes;
59 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Room")
60 TArray<UPointLightComponent*> AllPointLights;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13