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Feb 26th, 2020
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  1. // Fill out your copyright notice in the Description page of Project Settings.
  2.  
  3. #pragma once
  4.  
  5. #include "CoreMinimal.h"
  6. #include "GameFramework/Actor.h"
  7. #include "BulletBase.generated.h"
  8.  
  9. class UProjectileMovementComponent;
  10. class UStaticMeshComponent;
  11. class USphereComponent;
  12.  
  13. UCLASS()
  14. class DEVINSHOOTER_API ABulletBase : public AActor
  15. {
  16. GENERATED_BODY()
  17.  
  18. public:
  19. // Sets default values for this actor's properties
  20. ABulletBase();
  21.  
  22. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Bullet", meta=(AllowPrivateAccess="true"))
  23. UStaticMeshComponent* MeshComp;
  24.  
  25. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Bullet", meta = (AllowPrivateAccess = "true"))
  26. USphereComponent* HitSphere;
  27.  
  28. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Bullet", meta = (AllowPrivateAccess = "true"))
  29. UProjectileMovementComponent* ProjectileMovementComp;
  30.  
  31. protected:
  32. // Called when the game starts or when spawned
  33. virtual void BeginPlay() override;
  34.  
  35. public:
  36. // Called every frame
  37. virtual void Tick(float DeltaTime) override;
  38.  
  39. UFUNCTION()
  40. void OnHit(UPrimitiveComponent* OnComponentHit, UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
  41.  
  42. };
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