21 virtual void NativePreConstruct()
override;
22 virtual void NativeConstruct()
override;
25 virtual void HealthChanged(
const float Health,
const float MaxHealth,
const class UDamageType* DamageType)
override;
26 virtual void HealthAndShieldChanged(
const float Health,
const float MaxHealth,
const float ShieldHealth,
const float MaxShieldHealth,
const class UDamageType* DamageType)
override;
27 virtual void ShieldBreak()
override;
28 virtual void InjuredBodyPart(
const EBodyPartName InjuredBodyPart,
const FVector& HitLocation,
const TArray<FBodyPart>& AllBodyParts)
override;
29 virtual void SetHasShield(
const bool bHasShield)
override;
35 virtual bool Initialize()
override;
37 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=
"HUD|Health")
38 FLinearColor HealthColor = FLinearColor(0.548611f, 0.0f, 0.0f, 0.0f);
39 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="HUD|
Health")
40 FLinearColor ShieldColor = FLinearColor(0.1f, 0.0f, 0.5f, 0.0f);
42 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="HUD|
Health")
43 UMaterialInterface* DamageVignetteMaterial =
nullptr;
45 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="HUD|
Health")
46 UMaterialInstanceDynamic* DamageVignette =
nullptr;
49 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="HUD|
Health", meta=(BindWidget))
51 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="HUD|
Health", meta=(BindWidget))
52 class UImage* LowHealthImage =
nullptr;
56 void ApplyDamageMaterial();
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13