Create Destructible Actor Class
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "Destructable.h"
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#include <Kismet/GameplayStatics.h>
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// Sets default values
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ADestructable::ADestructable()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = false;
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StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StaticMeshComponent"));
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this->Tags.Add(FName("Destructable"));
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}
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// Called when the game starts or when spawned
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void ADestructable::BeginPlay()
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{
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Super::BeginPlay();
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if (!this->ActorHasTag(FName("Destructable")))
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{
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this->Tags.Add(FName("Destructable"));
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}
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}
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void ADestructable::Destruct()
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{
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// TODO: Add some more logic here
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UGameplayStatics::SpawnEmitterAtLocation(this, ParticleEffect, this->ActorToWorld().GetLocation(), FRotator::ZeroRotator, true);
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Destroy();
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "Destructable.generated.h"
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UCLASS()
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class NAKATOMI_API ADestructable : public AActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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class UParticleSystem* ParticleEffect;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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class UStaticMeshComponent* StaticMesh;
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// Sets default values for this actor's properties
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ADestructable();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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void Destruct();
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};
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