5#include "CoreMinimal.h"
6#include "GameFramework/Actor.h"
7#include "CharacterVolume.generated.h"
11UENUM(BlueprintType, meta = (Bitflags))
32 UPROPERTY(BlueprintAssignable)
33 FCharacterEventSignature CharacterEnteredVolumeEvent;
34 UPROPERTY(BlueprintAssignable)
35 FCharacterEventSignature CharacterLeftVolumeEvent;
37 UFUNCTION(BlueprintCallable,BlueprintAuthorityOnly)
38 void ToggleActive(
bool bNewActiveState);
40 UFUNCTION(BlueprintCallable,BlueprintPure)
41 FORCEINLINE
bool IsActive()
const {
return bActiveVolume; }
44 UFUNCTION(BlueprintImplementableEvent)
46 UFUNCTION(BlueprintImplementableEvent)
48 UFUNCTION(BlueprintImplementableEvent)
50 UFUNCTION(BlueprintImplementableEvent)
51 void OnToggleActivation(
bool bActive);
57 virtual
void Tick(
float DeltaTime) override;
62 void OnCharacterOverlapStart(AActor* OverlappedActor, AActor* OtherActor);
64 void OnCharacterOverlapEnd(AActor* OverlappedActor, AActor* OtherActor);
68 UPROPERTY(EditAnywhere, ReplicatedUsing = OnRep_Active)
69 bool bActiveVolume = true;
73 uint8 TriggerConditions = 0;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCharacterEventSignature, AProjectXCharacter *, Character)
EVolumeEffectsTriggerType
Definition: CharacterVolume.h:13
Definition: CharacterVolume.h:26
Definition: ProjectXCharacter.h:128
virtual void BeginPlay() override
Definition: ProjectXCharacter.cpp:179