Space Plunder
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WeaponImpactEffectsSpawner.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Data/BaseData.h"
7#include "GameFramework/Actor.h"
8#include "WeaponImpactEffectsSpawner.generated.h"
9
10
11//todo Create this as just a Parent to the already made BP Effects spawner so i can use in C++ and set the hitresult etc.
12UCLASS()
13class WEAPONSYSTEM_API AWeaponImpactEffectsSpawner : public AActor
14{
15 GENERATED_BODY()
16
17public:
19
20 void SetHitResult(const FHitResult& Hit){HitResult = Hit;};
21
22 UFUNCTION(BlueprintImplementableEvent, Category="Weapon Effects")
23 void OnImpactSpawn();
24
25protected:
26 virtual void BeginPlay() override;
27
28
29
30 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Weapon Effects")
31 FHitResult HitResult;
32
33 FVector RicochetVector;
34
35 bool bDecalsAttached = false;
37
38
39
40};
ESize
Definition BaseData.h:111
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition WeaponImpactEffectsSpawner.h:14
void SetHitResult(const FHitResult &Hit)
Definition WeaponImpactEffectsSpawner.h:20