18 UFUNCTION(BlueprintImplementableEvent, Category=
"Quest Location")
19 void OnOverlapWithQuestActor(AActor* QuestActor);
22 virtual
void BeginPlay() override;
25 void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
bool bFromSweep, const FHitResult& SweepHitResult);
27 void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
30 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Quest
System|
Location")
31 TObjectPtr<class UQuestGoalComponent> QuestGoalComponent;
32 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Quest
System|
Location")
33 TObjectPtr<USceneComponent> SceneComponent;
34 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Quest
System|
Location")
35 TObjectPtr<class UBoxComponent> BoxComponent;
37 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Quest
System|
Location")
38 bool bDebuggingMode = true;
40 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Quest
System|
Location")
41 bool bPenalty = false;
45 AActor* CurrentQuestPlayer =
nullptr;
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13