26 virtual void OnConstruction(
const FTransform& Transform)
override;
28 virtual void Tick(
float DeltaTime)
override;
31 void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepHitResult);
33 void CheckForExistingOverlaps();
36 UFUNCTION(BlueprintNativeEvent)
37 void AttemptPickUpWeapon(APawn* Pawn);
41 void OnRep_WeaponAvailability();
44 virtual
void BeginPlay() override;
46 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Components")
47 TObjectPtr<UCapsuleComponent> CollisionVolume;
48 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Components")
49 USceneComponent* RootSceneComponent;
50 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Components")
51 TObjectPtr<UStaticMeshComponent> PadMesh;
52 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Components")
53 TObjectPtr<USkeletalMeshComponent> WeaponMesh;
56 UPROPERTY(EditInstanceOnly, BlueprintReadOnly, Category = "
WeaponPickup")
59 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, ReplicatedUsing = OnRep_WeaponAvailability, Category = "
WeaponPickup")
60 bool bIsWeaponAvailable;
62 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "
WeaponPickup")
65 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "
WeaponPickup")
66 float CheckExistingOverlapDelay;
68 UPROPERTY(BlueprintReadOnly, Transient, Category = "
WeaponPickup")
69 float CoolDownPercentage;
71 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "
WeaponPickup")
72 float WeaponMeshRotationSpeed;
74 FTimerHandle CoolDownTimerHandle;
75 FTimerHandle CheckOverlapsDelayTimerHandle;
79 UFUNCTION(BlueprintCallable, Category = "Lyra|
WeaponPickup")
83 void OnCoolDownTimerComplete();
85 void SetWeaponPickupVisibility(
bool bShouldBeVisible);
87 UFUNCTION(BlueprintNativeEvent, Category = "Lyra|
WeaponPickup")
88 void PlayPickupEffects();
90 UFUNCTION(BlueprintNativeEvent, Category = "Lyra|
WeaponPickup")
91 void PlayRespawnEffects();
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13