5#include "CoreMinimal.h"
6#include "GameFramework/Actor.h"
8#include "GroundEffectVolume.generated.h"
10class UAfflictionVolume;
17 GENERATED_UCLASS_BODY()
21 virtual int32
GetTeam()
const override {
return TeamOwner; }
23 virtual int32 SetTeam(int32 NewTeam)
override;
24 UFUNCTION(BlueprintCallable)
25 void SpawnGroundEffects(
float AreaRadius,
float NumberOfPoints);
26 UFUNCTION(BlueprintImplementableEvent)
27 void SpawnGroundEffectAtPosition(const FVector& Position);
29 UPROPERTY(BlueprintAssignable)
30 FGroundEffectTeamChangedSignature OnTeamChangedEvent;
34 virtual
void BeginPlay() override;
36 void OnRep_TeamOwner();
39 UPROPERTY(EditAnywhere, Category = "Ground Effect", meta = (AllowPrivateAccess = true))
40 UAfflictionVolume* AfflictionVolume =
nullptr;
42 UPROPERTY(EditAnywhere, ReplicatedUsing = OnRep_TeamOwner, Category = "Soft Boundary", meta = (AllowPrivateAccess = true))
43 int32 TeamOwner = INDEX_NONE;
45 UPROPERTY(EditAnywhere, Category = "Ground Effect", meta = (AllowPrivateAccess = true))
46 float GroundEffectSpawnRadius = 100.0f;
48 UPROPERTY(EditAnywhere, Category = "Ground Effect", meta = (AllowPrivateAccess = true))
49 float NumberOfGroundEffects = 100.0f;
51 UPROPERTY(EditAnywhere, Category = "Ground Effect", meta = (AllowPrivateAccess = true))
54 UPROPERTY(EditAnywhere, Category = "Ground Effect", meta = (AllowPrivateAccess = true))
55 float TestHeight = 1000.0f;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FGroundEffectTeamChangedSignature, int32, NewTeam)
Definition: GroundEffectVolume.h:16
virtual int32 GetTeam() const override
Definition: GroundEffectVolume.h:21
Definition: TeamInterface.h:26