Space Plunder
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WeaponAttachmentPickup.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"
8#include "WeaponAttachmentPickup.generated.h"
9
10
17UCLASS()
19{
20 GENERATED_BODY()
21
22public:
23
24 AWeaponAttachmentPickup(const FObjectInitializer& ObjectInitializer);
25
26
27 UPROPERTY(Replicated, EditAnywhere, BlueprintReadWrite, Category = "Pickup")
28 FString AttachmentPickupID;
29
30
31protected:
32 virtual void BeginPlay() override;
33
34 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
35 class UStaticMeshComponent* AttachmentMesh;
36 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
37 class UCapsuleComponent* CapsuleComponent;
38
39 //- Interface Functions //
40 virtual void OnInteract(AActor* Caller, const int32 SelectedInteraction) override;
41 virtual void InteractionComplete() override;
42 virtual void OnEndInteract(AActor* Caller) override;
43 virtual bool OnOverlap(AActor* Caller) override;
44 virtual void StartFocus() override;
45 virtual void EndFocus() override;
46 virtual void ToggleSwitch(AActor* Caller, bool bOn) override;
47 virtual FVector GetInteractionLocation() const override;
48 virtual UPrimitiveComponent* GetGrabComponent() const override{return Cast<UPrimitiveComponent>(RootComponent);};
49
50private:
51 void SetMesh() const;
53
54};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition InteractableActorWithPrompt.h:18
Pickup for weapon attachments.
Definition WeaponAttachmentPickup.h:19
FWeaponAttachment AttachmentPickupData
Definition WeaponAttachmentPickup.h:52
Definition WeaponStructs.h:501