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