Space Plunder
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CampaignPlayerCharacter.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
7#include "CampaignPlayerCharacter.generated.h"
8
12UCLASS()
14{
15 GENERATED_BODY()
16
17public:
18
19 ACampaignPlayerCharacter(const FObjectInitializer& ObjectInitializer);
20
21
22 virtual void SetupComponents(AController* ControllerReference = nullptr, AActor* HUDReference = nullptr, const bool bIsLocallyControlled = false) override;
23 virtual void OnPawnSpawned() override;
24
25protected:
26
27 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Dialogue")
28 class UDialogueComponent* DialogueComponent;
29
30
31 virtual void BeginPlay() override;
32
33 virtual void OnDeath(AActor* OwningActor, const EDeathType DeathType, AActor* DeathCauser, AController* DeathInstigator) override;
34};
EDeathType
Definition BaseData.h:53
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition CampaignPlayerCharacter.h:14
Definition CustomPlayerCharacter.h:13
Definition DialogueComponent.Build.cs:6