Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #pragma once
- #include "AbilityUserComponent.generated.h"
- USTRUCT()
- struct FAbilityConfig
- {
- GENERATED_USTRUCT_BODY()
- public:
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MageLab")
- TSubclassOf<UAbilityBase> AbilityClass;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MageLab")
- FName AbilityName;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MageLab")
- float CastTime;
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MageLab")
- float ChannelDuration;
- };
- UCLASS(ClassGroup = MageLab, BlueprintType, Blueprintable, meta = (BlueprintSpawnableComponent))
- class UAbilityUserComponent : public UActorComponent
- {
- GENERATED_UCLASS_BODY()
- public:
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Abilitys")
- TMap< FName, FAbilityConfig > AvaivableAbilitys;
- };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement