5#include "CoreMinimal.h"
8#include "ProceduralGameStateComponent.generated.h"
13UCLASS(ClassGroup=(
Custom), meta=(BlueprintSpawnableComponent))
14class BASEHELPERS_API UProceduralGameStateComponent :
public UGameStateComponentBase,
public IProceduralGame
19 UProceduralGameStateComponent();
22 virtual FRandomStream& GetRandomStream() override;
27 virtual
void BeginPlay() override;
32 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Prodecdural")
33 bool bUseRandomSeed = true;
34 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Prodecdural", meta=(EditCondition="!bUseRandomSeed"))
39 UPROPERTY(VisibleAnywhere, Category="Prodecdural")
40 FRandomStream RandomStream;
41 UPROPERTY(VisibleAnywhere, Category="Prodecdural")
42 bool bRandomSeedGenerated = false;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
DECLARE_LOG_CATEGORY_CLASS(LogProceduralGameState, Display, All)
Definition ProceduralGame.h:20