Add Decal Actor to Weapons
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@ -101,6 +101,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Field System Actor")
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TArray<TSubclassOf<class ANakatomiFieldSystemActor>> FieldSystemActor;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Random Weapon Parameters|Decal Actor")
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TArray<TSubclassOf<class ADecalActor>> DecalActor;
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FWeaponProperties GenerateRandomWeaponProperties();
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USkeletalMesh* PickRandomMesh();
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@ -120,6 +120,11 @@ TSubclassOf<AWeaponThrowable> AWeapon::GetWeaponThrowableTemplate()
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return WeaponThrowableTemplate;
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}
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TSubclassOf<ADecalActor> AWeapon::GetDecalActor()
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{
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return DecalActor;
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}
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TSubclassOf<class ANakatomiFieldSystemActor> AWeapon::GetFieldSystemActor()
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{
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return FieldSystemActor;
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@ -3,6 +3,7 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DecalActor.h"
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#include "GameFramework/Actor.h"
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#include "NakatomiFieldSystemActor.h"
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#include "WeaponProperties.h"
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@ -51,6 +52,9 @@ protected:
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UPROPERTY(EditDefaultsOnly)
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TSubclassOf<class AWeaponThrowable> WeaponThrowableTemplate;
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UPROPERTY(EditDefaultsOnly)
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TSubclassOf<class ADecalActor> DecalActor;
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public:
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// Sets default values for this actor's properties
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AWeapon();
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@ -95,4 +99,6 @@ public:
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TSubclassOf<class ANakatomiFieldSystemActor> GetFieldSystemActor();
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TSubclassOf<AWeaponThrowable> GetWeaponThrowableTemplate();
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TSubclassOf<class ADecalActor> GetDecalActor();
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};
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