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- // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
- #pragma once
- #include "GameFramework/Actor.h"
- #include "FPSTestProjectile.generated.h"
- UCLASS(config=Game)
- class AFPSTestProjectile : public AActor
- {
- GENERATED_BODY()
- /** Sphere collision component */
- UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
- class USphereComponent* CollisionComp;
- /** Projectile movement component */
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
- class UProjectileMovementComponent* ProjectileMovement;
- public:
- AFPSTestProjectile(const FObjectInitializer& ObjectInitializer);
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Projectile)
- class UParticleSystemComponent* Particles;
- /** called when projectile hits something */
- UFUNCTION()
- void OnHit(AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
- UFUNCTION()
- void Tick(float Delta);
- /** Returns CollisionComp subobject **/
- FORCEINLINE class USphereComponent* GetCollisionComp() const { return CollisionComp; }
- /** Returns ProjectileMovement subobject **/
- FORCEINLINE class UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }
- };
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