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QuestLocation.h
Go to the documentation of this file.
1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "GameFramework/Actor.h"
7#include "QuestLocation.generated.h"
8
9UCLASS()
10class QUESTSYSTEM_API AQuestLocation : public AActor
11{
12 GENERATED_BODY()
13
14public:
16
17
18 UFUNCTION(BlueprintImplementableEvent, Category="Quest Location")
19 void OnOverlapWithQuestActor(AActor* QuestActor);
20
21protected:
22 virtual void BeginPlay() override;
23
24 UFUNCTION()
25 void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepHitResult);
26 UFUNCTION()
27 void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
28
29
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;
36
37 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Quest System|Location")
38 bool bDebuggingMode = true;
39
40 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Quest System|Location")
41 bool bPenalty = false;
42
43
44 UPROPERTY()
45 AActor* CurrentQuestPlayer = nullptr;
46private:
47
48};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition QuestLocation.h:11