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- // Fill out your copyright notice in the Description page of Project Settings.
- #pragma once
- #include "Components/ActorComponent.h"
- #include "FloatingSphere.generated.h"
- UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
- class WAVEWORKSTESTER_API UFloatingSphere : public UActorComponent
- {
- GENERATED_BODY()
- public:
- // Sets default values for this component's properties
- UFloatingSphere();
- // Called when the game starts
- virtual void BeginPlay() override;
- // Called every frame
- virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
- void OnRecievedWaveWorksDisplacement(TArray<FVector4> OutDisplacements);
- public:
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaveWorks)
- AActor* WaveWorksActor;
- private:
- class UWaveWorksComponent* WaveWorksComponent;
- FVector4 WaveWorksOutDisplacement;
- FVector InitialPosition;
- FVectorArrayDelegate WaveWorksRecieveDisplacementDelegate;
- };
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