27 virtual void BeginPlay()
override;
29 void RotateTurret(
const FVector& Target);
31 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=
"Components")
32 UCapsuleComponent* CapsuleComponent;
33 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Components")
34 USkeletalMeshComponent* SkeletalMeshComponent;
35 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
36 UHealthComponentBase* HealthComponent;
37 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
38 USpringArmComponent* SpringArm;
39 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
40 UCameraComponent* Camera;
42 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category= "Components")
43 int32 NumberOfBarrels = 1;
48 void Death(AActor* OwningActor,
EDeathType DeathType, AActor* DeathCauser, AController* DeathInstigator);
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13