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Jun 8th, 2015
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  1. // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
  2. #pragma once
  3. #include "GameFramework/Actor.h"
  4. #include "FPSTestProjectile.generated.h"
  5.  
  6. UCLASS(config=Game)
  7. class AFPSTestProjectile : public AActor
  8. {
  9.     GENERATED_BODY()
  10.  
  11.     /** Sphere collision component */
  12.     UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
  13.     class USphereComponent* CollisionComp;
  14.  
  15.     /** Projectile movement component */
  16.     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
  17.     class UProjectileMovementComponent* ProjectileMovement;
  18.  
  19.  
  20. public:
  21.     AFPSTestProjectile(const FObjectInitializer& ObjectInitializer);
  22.  
  23.     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Projectile)
  24.     class UParticleSystemComponent* Particles;
  25.  
  26.     /** called when projectile hits something */
  27.     UFUNCTION()
  28.     void OnHit(AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
  29.  
  30.     UFUNCTION()
  31.         void Tick(float Delta);
  32.  
  33.     /** Returns CollisionComp subobject **/
  34.     FORCEINLINE class USphereComponent* GetCollisionComp() const { return CollisionComp; }
  35.     /** Returns ProjectileMovement subobject **/
  36.     FORCEINLINE class UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }
  37. };
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