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Aug 3rd, 2016
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  1. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  2. Component.h:
  3.  
  4. #pragma once
  5.  
  6. #include "SoKinematicComponent.generated.h"
  7.  
  8. UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
  9. class SORB_API USoKinematicComponent : public UActorComponent
  10. {
  11.     GENERATED_BODY()
  12.  
  13. public:
  14.     // Sets default values for this component's properties
  15.     USoKinematicComponent();
  16.  
  17.     // Called when the game starts
  18.     virtual void BeginPlay() override;
  19.     // Called every frame
  20.     virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
  21.  
  22.  
  23. protected:
  24.  
  25.     UPROPERTY(Instanced, EditAnywhere, BlueprintReadWrite)
  26.     TArray<class USoKProcess*> Processes;
  27. };
  28.  
  29.  
  30.  
  31. ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  32. Process.h:
  33.  
  34. UCLASS(BlueprintType, EditInlineNew)
  35. class SORB_API USoKProcess :public UObject
  36. {
  37.     GENERATED_BODY()
  38.  
  39. public:
  40.     USoKProcess() {};
  41.    
  42.     UPROPERTY(EditAnywhere)
  43.     bool bRun;
  44.    
  45.     UPROPERTY(Instanced, EditAnywhere, NoClear, BlueprintReadWrite)
  46.     TArray<class USoKTask*> Tasks;
  47. }
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