// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "ExplosiveActor.h" #include "Throwable.generated.h" UCLASS() class NAKATOMI_API AThrowable : public AExplosiveActor { GENERATED_BODY() public: UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (ClampMin = "0.0")) float ImpulseForce = 10000.f; UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, meta = (ClampMin = "0.0", ClampMax = "1.0")) float ImpulseAngle = 0.5f; protected: UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) USphereComponent* SphereComponent; public: // Sets default values for this actor's properties AThrowable(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; public: UFUNCTION() virtual void OnOverlapBegin(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit); USphereComponent* GetSphereComponent() const { return SphereComponent; } };