5#include "CoreMinimal.h"
6#include "Components/ActorComponent.h"
7#include "DropsComponent.generated.h"
14 GENERATED_USTRUCT_BODY()
17 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = Resistance)
20 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = Resistance, meta = (ClampMin = 0.0, ClampMax = 1.0))
21 float DropChance = 1.0f;
24UCLASS( ClassGroup=(
Custom), meta=(BlueprintSpawnableComponent) )
25class PROJECTX_API UDropsComponent : public UActorComponent
36 void SpawnDrops(
class AActor* Victim,
const float Damage,
struct FDamageEvent
const& DamageEvent,
const class AController* EventInstigator,
const class AActor* DamageCauser,
const class APlayerState* InstigatorPlayerState);
39 UPROPERTY(EditDefaultsOnly, Category =
"Drops")
40 float XLocationDeviation = 150.0f;
41 UPROPERTY(EditDefaultsOnly, Category =
"Drops")
42 float YLocationDeviation = 150.0f;
43 UPROPERTY(EditDefaultsOnly, Category =
"Drops")
44 float DepenetrationAmount = 50.0f;
45 UPROPERTY(EditDefaultsOnly, Category =
"Drops")
46 float RayDistance = -400000.0f;
48 UPROPERTY(EditDefaultsOnly, Category =
"Drops")
49 TArray<FDropData> ListOfDrop;
virtual void BeginPlay() override
Definition: Pickup.cpp:118
Definition: DropsComponent.h:13