Make Weapon Properties Blueprint Editable
This commit is contained in:
parent
ada4178123
commit
0f0ab4c6e7
|
@ -17,23 +17,30 @@ enum WeaponState
|
|||
Swapping
|
||||
};
|
||||
|
||||
USTRUCT()
|
||||
USTRUCT(BlueprintType)
|
||||
struct FWeaponProperties
|
||||
{
|
||||
GENERATED_USTRUCT_BODY()
|
||||
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
|
||||
float WeaponCooldown = 1.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
|
||||
int WeaponDamage = 10;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
|
||||
float WeaponChangeTime = 2.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
|
||||
int ProjectilesPerShot = 1;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
|
||||
float ProjectileRange = 10000.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
|
||||
float WeaponSpread = 2.5f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
|
||||
bool IsAutomatic = true;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue