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May 21st, 2017
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  1. // Fill out your copyright notice in the Description page of Project Settings.
  2.  
  3. #pragma once
  4.  
  5. #include "Components/ActorComponent.h"
  6. #include "FloatingSphere.generated.h"
  7.  
  8. UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
  9. class WAVEWORKSTESTER_API UFloatingSphere : public UActorComponent
  10. {
  11.     GENERATED_BODY()
  12.  
  13. public:
  14.     // Sets default values for this component's properties
  15.     UFloatingSphere();
  16.  
  17.     // Called when the game starts
  18.     virtual void BeginPlay() override;
  19.    
  20.     // Called every frame
  21.     virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
  22.  
  23.     void OnRecievedWaveWorksDisplacement(TArray<FVector4> OutDisplacements);
  24. public:
  25.     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WaveWorks)
  26.     AActor* WaveWorksActor;
  27. private:
  28.     class UWaveWorksComponent* WaveWorksComponent;
  29.     FVector4 WaveWorksOutDisplacement;
  30.     FVector InitialPosition;
  31.     FVectorArrayDelegate WaveWorksRecieveDisplacementDelegate;
  32. };
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