Protptype of a wave based, first person shooter game made in Unreal Engine 4
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MechDefence/Public/MProjectile.h

45 lines
1.3 KiB

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MProjectile.generated.h"
class UCapsuleComponent;
class UNiagaraComponent;
class UNiagaraSystem;
class UProjectileMovementComponent;
UCLASS()
class MECHDEFENCE_API AMProjectile : public AActor
{
GENERATED_BODY()
protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Components")
UProjectileMovementComponent* ProjectileComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Components")
UStaticMeshComponent* MeshComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Components")
UNiagaraComponent* ParticleSystem;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Components");
UCapsuleComponent* CapsuleComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile");
UNiagaraSystem* ImpactEffect;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Projectile")
TArray<TSubclassOf<AActor>> ActorClassesToIgnore;
public:
AMProjectile();
protected:
virtual void BeginPlay() override;
UFUNCTION()
void HandleBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
};