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orfeasel

Floating Actor header file

Jan 17th, 2016
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  1. private:
  2.     /*The initial location of the actor*/
  3.     FVector ActorInitialLocation;
  4.  
  5.     /*The target location which is based on the max bounce height*/
  6.     FVector TargetLocation;
  7.  
  8.     /*The timeline that will make the actor float*/
  9.     FTimeline MyTimeline;
  10.  
  11.     /*The function that will handle every tick of the float curve*/
  12.     UFUNCTION()
  13.     void HandleProgress(float Value);
  14.    
  15. public:
  16.     // Sets default values for this actor's properties
  17.     AFloatingActor();
  18.  
  19.     // Called when the game starts or when spawned
  20.     virtual void BeginPlay() override;
  21.    
  22.     // Called every frame
  23.     virtual void Tick( float DeltaSeconds ) override;
  24.  
  25.     /*The static mesh of the floating actor*/
  26.     UPROPERTY(VisibleAnywhere)
  27.     UStaticMeshComponent* StaticMesh;
  28.  
  29.     /*The maximum height value that the actor is going to reach.*/
  30.     UPROPERTY(EditAnywhere, Category = "Timeline")
  31.     float MaxBounceHeight;
  32.  
  33.     /*Curve float reference*/
  34.     UPROPERTY(EditAnywhere, Category = "Timeline")
  35.     UCurveFloat* CurveFloat;
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