21 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"Projectile|Debugging")
22 bool bDebuggingMode = false;
25 virtual
void DelayTrigger();
27 void SetMesh(UStaticMesh* StaticMesh) const;
30 virtual
void SetDefaultDamage(const
float Damage) override;
31 virtual
void SetActorsToIgnore(const TArray<AActor*>& ActorsToIgnore) override;
32 virtual
void SetDebuggingMode(const
bool bValue) override;
33 virtual
void SetInstigator(AController* Controller) override;
37 virtual
void BeginPlay() override;
39 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Projectile|Components")
40 class UCapsuleComponent* CapsuleComponent;
41 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Projectile|Components")
42 class UStaticMeshComponent* StaticMeshComponent;
43 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Projectile|Components")
44 class UProjectileMovementComponent* ProjectileMovementComponent;
45 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Projectile|Components")
46 UNiagaraComponent* TrailEffects;
49 virtual
void OnProjectileStop(const FHitResult& HitResult);
51 virtual
void ProjectileDestroy();
53 UPROPERTY(Replicated, VisibleAnywhere, BlueprintReadOnly, Category="
Projectile|
General")
56 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="
Projectile|Effects")
57 UAudioComponent* ProjectileSound =
nullptr;
60 class UNiagaraSystem* ExplosionEffects;
62 TSubclassOf<AActor> DestructionField;
64 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Projectile|
Damage", meta= (ExposeOnSpawn=true))
65 TArray<AActor*> DamageActorsToIgnore;
66 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="
Projectile|
Damage", meta= (ExposeOnSpawn=true))
67 AController* InstigatorController;
68 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="
Projectile|Homing", meta= (ExposeOnSpawn=true))
69 USceneComponent* HomingTarget;
72 void SpawnTrailEffects() const;
73 void SpawnProjectileSound();
74 void SetCapsuleSize() const;
75 void SpawnImpactEffects(const FVector&
Location) const;
76 void SpawnImpactSound(const FVector&
Location) const;
77 void RagdollActor(AActor* Actor) const;
79 void AttachToHitActor(AActor* Actor, const FName& BoneName);
82 float DefaultDamage = 20.0f;
84 FHitResult StoredHitResult;
86 FTimerHandle ProjectileFTimerHandle;
87 FTimerHandle DelayTriggerTimerHandle;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13