49 UFUNCTION(BlueprintImplementableEvent, Category=
"Box")
52 UFUNCTION(
Server, Reliable, Category="
Box")
53 void Server_CalculateRandomNumber();
54 UFUNCTION(
Server, Reliable, Category="
Box")
55 void Server_OpenBox(const FVector& Force);
57 UFUNCTION(CallInEditor, Category=
"Box|Editor")
62 virtual void BeginPlay()
override;
64 virtual void ReceiveOnInteract(AActor* Caller,
const EInteractionType InteractionType)
override;
65 virtual void ReceiveToggleSwitch(AActor* Caller,
const bool bOn)
override;
67 virtual void ReceiveStartFocus(AActor* Caller)
override;
68 virtual void ReceiveEndFocus(AActor* Caller)
override;
73 UFUNCTION(BlueprintCallable, Category=
"Box")
75 UFUNCTION(BlueprintCallable, Category="
Box")
76 void OpenBox(const FVector& Force);
77 UFUNCTION(BlueprintCallable, Category="
Box")
79 UFUNCTION(BlueprintCallable, Category="
Box")
80 FVector CalculateImpulse(const AActor* Caller) const;
83 void OnMeshTypeReplicated();
85 void OnOpenedReplicated();
87 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="
Box|Mesh")
88 UStaticMeshComponent* BaseMeshComponent;
89 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="
Box|Mesh")
90 UStaticMeshComponent* LidMeshComponent;
91 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="
Box|Mesh")
92 class USphereComponent* SphereComponent;
94 UPROPERTY(ReplicatedUsing=OnOpenedReplicated, VisibleAnywhere, BlueprintReadOnly, Category="
Box|State")
97 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Box|Model")
98 bool bUseBoxData = false;
99 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Box|Model")
100 bool bUseRandom = false;
101 UPROPERTY(ReplicatedUsing=OnMeshTypeReplicated, EditAnywhere, BlueprintReadWrite, Category="
Box|Model")
103 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Box|Model")
104 TArray<UStaticMesh*> BaseMeshes;
105 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Box|Model")
106 TArray<UStaticMesh*> LidMeshes;
107 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Box|Contents")
109 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Box|Contents")
112 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Box|Effects")
113 float DirectionalForce = 5200.0f;
115 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Box|Effects")
116 float UpForce = 12500.0f;
117 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Box|Effects")
118 class USoundBase* OpenSound;
121 void OnBoxDataReplicated();
122 UPROPERTY(ReplicatedUsing=OnBoxDataReplicated)
129 bool bLidDestroyed = false;
131 UPROPERTY(EditAnywhere, Category="
Box|Optimization")
132 float LidDestroyTime = 20.0f;
133 FTimerHandle LidDestroyTimerHandle;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13