// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Components/SphereComponent.h" #include "Field/FieldSystemActor.h" #include #include "Field/FieldSystemComponent.h" #include "NakatomiFieldSystemActor.generated.h" /** * */ UCLASS() class NAKATOMI_API ANakatomiFieldSystemActor : public AFieldSystemActor { GENERATED_BODY() private: UPROPERTY() USphereComponent* SphereComponent; URadialFalloff* RadialFalloff; URadialVector* RadialVector; UCullingField* CullingField; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true")) float StrainMagnitude = 500.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true")) float ForceMagnitude = 500.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true")) float MinRange = 0.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true")) float MaxRange = 1.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true")) float Default = 0.0f; UPROPERTY(VisibleAnywhere, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true")) float Radius = 0.0f; UPROPERTY(VisibleAnywhere, Category = "Radial Falloff", Meta = (AllowPrivateAccess = "true")) FVector Position = FVector::ZeroVector; public: ANakatomiFieldSystemActor(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; };