3#include "CoreMinimal.h"
6#include "DeployableTurret.generated.h"
9class USkeletalMeshComponent;
10class UCapsuleComponent;
27 GENERATED_UCLASS_BODY()
31 UPROPERTY(VisibleDefaultsOnly, BlueprintReadWrite, Category = Actor)
32 float TurretViewHeight = 200.0f;
34 UPROPERTY(VisibleDefaultsOnly, BlueprintReadWrite, Category = Mesh)
35 USkeletalMeshComponent* Mesh = NULL;
37 UPROPERTY(VisibleDefaultsOnly, BlueprintReadWrite, Category = Mesh)
38 UCapsuleComponent* Collider = NULL;
40 UPROPERTY(VisibleDefaultsOnly, BlueprintReadWrite, Category = Actor)
43 virtual
void DeactivateDeployable() override;
44 virtual
void ActivateDeployable() override;
45 virtual
void GetActorEyesViewPoint( FVector& OutLocation, FRotator& OutRotation) const override;
ETurretState
Definition: DeployableTurret.h:14
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FTargetAcquiredSignature)
Definition: Deployable.h:47
Definition: DeployableTurret.h:26
Definition: TurretComponent.h:21