Make Weapon Properties Blueprint Editable

This commit is contained in:
Louis Hobbs 2023-01-12 23:17:54 +00:00
parent ada4178123
commit 0f0ab4c6e7
1 changed files with 9 additions and 2 deletions

View File

@ -17,23 +17,30 @@ enum WeaponState
Swapping Swapping
}; };
USTRUCT() USTRUCT(BlueprintType)
struct FWeaponProperties struct FWeaponProperties
{ {
GENERATED_USTRUCT_BODY() GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
float WeaponCooldown = 1.0f; float WeaponCooldown = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
int WeaponDamage = 10; int WeaponDamage = 10;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
float WeaponChangeTime = 2.0f; float WeaponChangeTime = 2.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
int ProjectilesPerShot = 1; int ProjectilesPerShot = 1;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
float ProjectileRange = 10000.0f; float ProjectileRange = 10000.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
float WeaponSpread = 2.5f; float WeaponSpread = 2.5f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon Properties")
bool IsAutomatic = true; bool IsAutomatic = true;
}; };