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30 changed files with 66 additions and 117 deletions

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Content/Enemy/DA_Enemy.uasset (Stored with Git LFS)

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Content/Enemy/NS_EnemyDamaged.uasset (Stored with Git LFS)

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Content/Materials/M_Projectile.uasset (Stored with Git LFS)

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Content/Meshes/SM_Projectile.uasset (Stored with Git LFS)

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Content/Weapons/DA_Projectile.uasset (Stored with Git LFS)

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Content/Weapons/TestProjectileDataAsset.uasset (Stored with Git LFS) Normal file

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@ -6,14 +6,15 @@
#include "EnemyDataAsset.h" #include "EnemyDataAsset.h"
#include "EXPPickup.h" #include "EXPPickup.h"
#include "HealthComponent.h" #include "HealthComponent.h"
#include "MovieSceneTracksComponentTypes.h"
#include "ObjectPoolComponent.h" #include "ObjectPoolComponent.h"
#include "ObjectPoolManager.h" #include "ObjectPoolManager.h"
#include "PaperFlipbookComponent.h"
#include "VampireAIController.h" #include "VampireAIController.h"
#include "VampireGameMode.h" #include "VampireGameMode.h"
#include "Components/CapsuleComponent.h" #include "Components/CapsuleComponent.h"
#include "Components/SphereComponent.h" #include "Components/SphereComponent.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
#include "NiagaraFunctionLibrary.h"
AEnemyCharacter::AEnemyCharacter(const FObjectInitializer& ObjectInitializer) AEnemyCharacter::AEnemyCharacter(const FObjectInitializer& ObjectInitializer)
{ {
@ -53,11 +54,6 @@ void AEnemyCharacter::OnDamaged(FDamageInfo damageInfo)
{ {
UGameplayStatics::PlaySoundAtLocation(GetWorld(), OnDamagedSound, GetActorLocation()); UGameplayStatics::PlaySoundAtLocation(GetWorld(), OnDamagedSound, GetActorLocation());
} }
if (OnDamagedNiagaraSystem)
{
UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, OnDamagedNiagaraSystem, GetActorLocation());
}
} }
void AEnemyCharacter::OnDeath(FDamageInfo damageInfo) void AEnemyCharacter::OnDeath(FDamageInfo damageInfo)
@ -84,11 +80,6 @@ void AEnemyCharacter::OnDeath(FDamageInfo damageInfo)
{ {
UGameplayStatics::PlaySoundAtLocation(GetWorld(), OnDeathSound, GetActorLocation()); UGameplayStatics::PlaySoundAtLocation(GetWorld(), OnDeathSound, GetActorLocation());
} }
if (OnDeathNiagaraSystem)
{
UNiagaraFunctionLibrary::SpawnSystemAtLocation(this, OnDeathNiagaraSystem, GetActorLocation());
}
} }
void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enemyDataAsset) void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enemyDataAsset)
@ -100,8 +91,6 @@ void AEnemyCharacter::LoadDataFromDataAsset_Implementation(UEnemyDataAsset* enem
PickupTemplate = enemyDataAsset->PickupDataAsset; PickupTemplate = enemyDataAsset->PickupDataAsset;
OnDamagedSound = enemyDataAsset->OnDamagedSoundBase; OnDamagedSound = enemyDataAsset->OnDamagedSoundBase;
OnDeathSound = enemyDataAsset->OnDeathSoundBase; OnDeathSound = enemyDataAsset->OnDeathSoundBase;
OnDamagedNiagaraSystem = enemyDataAsset->OnDamagedNiagaraSystem;
OnDeathNiagaraSystem = enemyDataAsset->OnDeathNiagaraSystem;
} }
} }
@ -112,8 +101,6 @@ void AEnemyCharacter::ResetData_Implementation()
PickupTemplate = nullptr; PickupTemplate = nullptr;
OnDamagedSound = nullptr; OnDamagedSound = nullptr;
OnDeathSound = nullptr; OnDeathSound = nullptr;
OnDamagedNiagaraSystem = nullptr;
OnDeathNiagaraSystem = nullptr;
} }
float AEnemyCharacter::GetCapsuleRadius_Implementation() float AEnemyCharacter::GetCapsuleRadius_Implementation()

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@ -35,15 +35,13 @@ public:
private: private:
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true")) UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
TObjectPtr<UBehaviorTree> BehaviorTree = nullptr; UBehaviorTree* BehaviorTree = nullptr;
UPROPERTY() UObjectPoolComponent* ObjectPoolComponent = nullptr;
TObjectPtr<UObjectPoolComponent> ObjectPoolComponent = nullptr;
UPROPERTY() UPickupDataAsset* PickupTemplate = nullptr;
TObjectPtr<UPickupDataAsset> PickupTemplate = nullptr;
TArray<TObjectPtr<AActor>> Player; TArray<AActor*> Player;
FTimerHandle DamageTimerHandle; FTimerHandle DamageTimerHandle;

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@ -7,8 +7,8 @@
#include "Engine/DataAsset.h" #include "Engine/DataAsset.h"
#include "EnemyDataAsset.generated.h" #include "EnemyDataAsset.generated.h"
class UPaperFlipbook;
class UBehaviorTree; class UBehaviorTree;
class UNiagaraSystem;
/** /**
* *
@ -20,23 +20,17 @@ class VAMPIRES_API UEnemyDataAsset : public UDataAsset
public: public:
UPROPERTY(BlueprintReadWrite, EditAnywhere) UPROPERTY(BlueprintReadWrite, EditAnywhere)
TObjectPtr<UStaticMesh> StaticMesh; UStaticMesh* StaticMesh;
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true")) UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
TObjectPtr<UBehaviorTree> BehaviorTree = nullptr; UBehaviorTree* BehaviorTree = nullptr;
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true")) UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
TObjectPtr<UPickupDataAsset> PickupDataAsset = nullptr; UPickupDataAsset* PickupDataAsset = nullptr;
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true")) UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
TObjectPtr<USoundBase> OnDamagedSoundBase = nullptr; TObjectPtr<USoundBase> OnDamagedSoundBase = nullptr;
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true")) UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
TObjectPtr<USoundBase> OnDeathSoundBase = nullptr; TObjectPtr<USoundBase> OnDeathSoundBase = nullptr;
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
TObjectPtr<UNiagaraSystem> OnDamagedNiagaraSystem;
UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
TObjectPtr<UNiagaraSystem> OnDeathNiagaraSystem;
}; };

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@ -11,7 +11,7 @@ class VAMPIRES_API AObjectPoolManager : public AActor
{ {
GENERATED_BODY() GENERATED_BODY()
TArray<TObjectPtr<AActor>> ObjectPool = TArray<TObjectPtr<AActor>>(); TArray<AActor*> ObjectPool = TArray<AActor*>();
public: public:
void InitializeObjectPool(TSubclassOf<AActor> Object, int InitialObjectPoolSize = 400); void InitializeObjectPool(TSubclassOf<AActor> Object, int InitialObjectPoolSize = 400);

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@ -22,22 +22,22 @@ public:
int PickupValue = 1; int PickupValue = 1;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<USphereComponent> InnerSphereComponent = nullptr; USphereComponent* InnerSphereComponent = nullptr;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<USphereComponent> OuterSphereComponent = nullptr; USphereComponent* OuterSphereComponent = nullptr;
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere)
TObjectPtr<UStaticMeshComponent> StaticMeshComponent = nullptr; UStaticMeshComponent* StaticMeshComponent = nullptr;
UPROPERTY(EditDefaultsOnly) UPROPERTY(EditDefaultsOnly)
TObjectPtr<USoundBase> PickupSoundBase = nullptr; USoundBase* PickupSoundBase = nullptr;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Timeline") UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Timeline")
TObjectPtr<UTimelineComponent> TimelineComponent = nullptr; TObjectPtr<UTimelineComponent> TimelineComponent = nullptr;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Timeline") UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Timeline")
TObjectPtr<UCurveFloat> CurveFloat; UCurveFloat* CurveFloat;
private: private:
FOnTimelineFloat onTimelineCallback; FOnTimelineFloat onTimelineCallback;

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@ -26,13 +26,13 @@ class VAMPIRES_API APlayerCharacter : public AVampireCharacter
public: public:
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UEXPComponent> EXPComponent; UEXPComponent* EXPComponent;
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UGoldComponent> GoldComponent; UGoldComponent* GoldComponent;
UPROPERTY(EditAnywhere) UPROPERTY(EditAnywhere)
TObjectPtr<UWidgetComponent> HealthBarWidgetComponent; UWidgetComponent* HealthBarWidgetComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
TObjectPtr<UTimelineComponent> CameraShakeTimelineComponent = nullptr; TObjectPtr<UTimelineComponent> CameraShakeTimelineComponent = nullptr;

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@ -18,10 +18,10 @@ class VAMPIRES_API AProjectile : public AActor, public IProjectilable
public: public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<USphereComponent> SphereComponent = nullptr; USphereComponent* SphereComponent = nullptr;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<UProjectileMovementComponent> ProjectileMovement = nullptr; UProjectileMovementComponent* ProjectileMovement = nullptr;
FVector TargetDirection = FVector::ZeroVector; FVector TargetDirection = FVector::ZeroVector;
@ -29,7 +29,7 @@ public:
float ProjectileSpeed = 500.0f; float ProjectileSpeed = 500.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UStaticMeshComponent> StaticMeshComponent = nullptr; UStaticMeshComponent* StaticMeshComponent = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
int RemainingDamagableEnemies = 1; int RemainingDamagableEnemies = 1;

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@ -15,7 +15,7 @@
AVampireAIController::AVampireAIController(const FObjectInitializer& object_initializer) : Super( AVampireAIController::AVampireAIController(const FObjectInitializer& object_initializer) : Super(
object_initializer.SetDefaultSubobjectClass<UCrowdFollowingComponent>(TEXT("Path Following Component"))) object_initializer.SetDefaultSubobjectClass<UCrowdFollowingComponent>(TEXT("Path Following Component")))
{ {
DefaultBlackboard = CreateDefaultSubobject<UBlackboardComponent>(TEXT("Blackboard")); Blackboard = CreateDefaultSubobject<UBlackboardComponent>(TEXT("Blackboard"));
BehaviorTree = CreateDefaultSubobject<UBehaviorTreeComponent>(TEXT("Behavior Tree")); BehaviorTree = CreateDefaultSubobject<UBehaviorTreeComponent>(TEXT("Behavior Tree"));
} }
@ -38,7 +38,7 @@ void AVampireAIController::Tick(float DeltaTime)
if (PlayerCharacter) if (PlayerCharacter)
{ {
DefaultBlackboard->SetValueAsVector("PlayerLocation", PlayerCharacter->GetActorLocation()); Blackboard->SetValueAsVector("PlayerLocation", PlayerCharacter->GetActorLocation());
} }
} }
@ -56,13 +56,13 @@ void AVampireAIController::OnPossess(APawn* InPawn)
if (UBehaviorTree* bt = EnemyCharacter->GetBehaviorTree()) if (UBehaviorTree* bt = EnemyCharacter->GetBehaviorTree())
{ {
DefaultBlackboard->InitializeBlackboard(*bt->BlackboardAsset); Blackboard->InitializeBlackboard(*bt->BlackboardAsset);
BehaviorTree->StartTree(*bt); BehaviorTree->StartTree(*bt);
DefaultBlackboard->SetValueAsObject("SelfActor", EnemyCharacter); Blackboard->SetValueAsObject("SelfActor", EnemyCharacter);
if (PlayerCharacter) if (PlayerCharacter)
{ {
DefaultBlackboard->SetValueAsObject("Player", PlayerCharacter); Blackboard->SetValueAsObject("Player", PlayerCharacter);
} }
} }
} }

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@ -18,17 +18,13 @@ class VAMPIRES_API AVampireAIController : public AAIController
{ {
GENERATED_BODY() GENERATED_BODY()
UPROPERTY() UBlackboardComponent* Blackboard;
TObjectPtr<UBlackboardComponent> DefaultBlackboard;
UPROPERTY() UBehaviorTreeComponent* BehaviorTree;
TObjectPtr<UBehaviorTreeComponent> BehaviorTree;
UPROPERTY() ACharacter* PlayerCharacter;
TObjectPtr<ACharacter> PlayerCharacter;
UPROPERTY() AEnemyCharacter* EnemyCharacter;
TObjectPtr<AEnemyCharacter> EnemyCharacter;
FTimerHandle PawnMoveToTimerHandle; FTimerHandle PawnMoveToTimerHandle;

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@ -7,7 +7,6 @@
#include "GameFramework/Character.h" #include "GameFramework/Character.h"
#include "VampireCharacter.generated.h" #include "VampireCharacter.generated.h"
class UNiagaraSystem;
class AWeapon; class AWeapon;
class UWeaponInventoryComponent; class UWeaponInventoryComponent;
class UInputAction; class UInputAction;
@ -21,7 +20,7 @@ class VAMPIRES_API AVampireCharacter : public ACharacter, public IInputable
public: public:
UPROPERTY(BlueprintReadWrite, EditAnywhere) UPROPERTY(BlueprintReadWrite, EditAnywhere)
TObjectPtr<UStaticMeshComponent> StaticMeshComponent; UStaticMeshComponent* StaticMeshComponent;
FVector2D PreviousMovementDirection = FVector2d(1.0f, 0.0f); FVector2D PreviousMovementDirection = FVector2d(1.0f, 0.0f);
@ -30,25 +29,19 @@ public:
protected: protected:
UPROPERTY(VisibleAnywhere) UPROPERTY(VisibleAnywhere)
TObjectPtr<UHealthComponent> HealthComponent; UHealthComponent* HealthComponent;
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UInputMappingContext> InputMappingContext; TObjectPtr<UInputMappingContext> InputMappingContext;
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UWeaponInventoryComponent> WeaponInventoryComponent; UWeaponInventoryComponent* WeaponInventoryComponent;
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<USoundBase> OnDamagedSound; USoundBase* OnDamagedSound;
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<USoundBase> OnDeathSound; USoundBase* OnDeathSound;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UNiagaraSystem> OnDamagedNiagaraSystem;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UNiagaraSystem> OnDeathNiagaraSystem;
public: public:
// Sets default values for this character's properties // Sets default values for this character's properties

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@ -39,26 +39,20 @@ public:
TArray<TObjectPtr<UEnemyDataAsset>> EnemyDataAssets; TArray<TObjectPtr<UEnemyDataAsset>> EnemyDataAssets;
private: private:
UPROPERTY()
TObjectPtr<APlayerCharacter> PlayerCharacter; TObjectPtr<APlayerCharacter> PlayerCharacter;
UPROPERTY()
TObjectPtr<AVampirePlayerController> PlayerController; TObjectPtr<AVampirePlayerController> PlayerController;
FTimerHandle SpawnEnemyTimerDelegate; FTimerHandle SpawnEnemyTimerDelegate;
int EnemyDeathCount = 0; int EnemyDeathCount = 0;
UPROPERTY()
TObjectPtr<AObjectPoolManager> EnemyObjectPoolManager = nullptr; TObjectPtr<AObjectPoolManager> EnemyObjectPoolManager = nullptr;
UPROPERTY()
TObjectPtr<AObjectPoolManager> ProjectileObjectPoolManager = nullptr; TObjectPtr<AObjectPoolManager> ProjectileObjectPoolManager = nullptr;
UPROPERTY()
TObjectPtr<AObjectPoolManager> PickupObjectPoolManager = nullptr; TObjectPtr<AObjectPoolManager> PickupObjectPoolManager = nullptr;
UPROPERTY()
TArray<TObjectPtr<UEnemyDataAsset>> SpawnableEnemyDataAssets; TArray<TObjectPtr<UEnemyDataAsset>> SpawnableEnemyDataAssets;
protected: protected:

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@ -33,20 +33,17 @@ public:
// Inputs // Inputs
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<UInputAction> MovementAction; UInputAction* MovementAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<UInputAction> PauseAction; UInputAction* PauseAction;
private: private:
UPROPERTY()
TObjectPtr<UHUDWidget> currentPlayerHUD = nullptr; TObjectPtr<UHUDWidget> currentPlayerHUD = nullptr;
UPROPERTY()
TObjectPtr<UPauseWidget> currentPauseUI = nullptr; TObjectPtr<UPauseWidget> currentPauseUI = nullptr;
UPROPERTY()
TObjectPtr<ULevelUpWidget> currentLevelUpUI = nullptr; TObjectPtr<ULevelUpWidget> currentLevelUpUI = nullptr;
FTimerHandle pawnLifeTimeHandle; FTimerHandle pawnLifeTimeHandle;

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@ -27,7 +27,7 @@ public:
TObjectPtr<UTexture2D> Icon; TObjectPtr<UTexture2D> Icon;
UPROPERTY(EditDefaultsOnly, Category = "Weapon Properties") UPROPERTY(EditDefaultsOnly, Category = "Weapon Properties")
TObjectPtr<USoundBase> WeaponActivatedSoundBase = nullptr; USoundBase* WeaponActivatedSoundBase = nullptr;
UPROPERTY(EditDefaultsOnly, Category = "Weapon Properties") UPROPERTY(EditDefaultsOnly, Category = "Weapon Properties")
TObjectPtr<UPaperSprite> WeaponSprite = nullptr; TObjectPtr<UPaperSprite> WeaponSprite = nullptr;
@ -51,9 +51,9 @@ public:
protected: protected:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<UBoxComponent> BoxComponent = nullptr; UBoxComponent* BoxComponent = nullptr;
TArray<TObjectPtr<AActor>> OverlappedEnemies = TArray<TObjectPtr<AActor>>(); TArray<AActor*> OverlappedEnemies = TArray<AActor*>();
private: private:
FTimerHandle WeaponTimerHandle; FTimerHandle WeaponTimerHandle;

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@ -24,7 +24,7 @@ public:
private: private:
UPROPERTY() UPROPERTY()
TArray<TObjectPtr<AWeapon>> inventory; TArray<AWeapon*> inventory;
public: public:
// Sets default values for this component's properties // Sets default values for this component's properties

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@ -14,8 +14,7 @@ struct FOverlappedEnemy
{ {
GENERATED_BODY() GENERATED_BODY()
UPROPERTY() AEnemyCharacter* OverlappedEnemyCharacter;
TObjectPtr<AEnemyCharacter> OverlappedEnemyCharacter;
FTimerHandle OverlappedTimerHandle; FTimerHandle OverlappedTimerHandle;
}; };
@ -29,7 +28,7 @@ class VAMPIRES_API AGarlicWeapon : public AWeapon
GENERATED_BODY() GENERATED_BODY()
public: public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true")) UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
TObjectPtr<USphereComponent> SphereComponent; USphereComponent* SphereComponent;
TArray<FOverlappedEnemy> GarlicOverlappedEnemies; TArray<FOverlappedEnemy> GarlicOverlappedEnemies;

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@ -18,7 +18,7 @@ class VAMPIRES_API APentagramWeapon : public AWeapon
GENERATED_BODY() GENERATED_BODY()
private: private:
TArray<TObjectPtr<APickup>> OverlappedPickups = TArray<TObjectPtr<APickup>>(); TArray<APickup*> OverlappedPickups = TArray<APickup*>();
public: public:
APentagramWeapon(); APentagramWeapon();

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@ -15,10 +15,10 @@ class VAMPIRES_API ASwarmAgent : public AActor
public: public:
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite) UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TObjectPtr<USphereComponent> SphereComponent = nullptr; USphereComponent* SphereComponent = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadWrite) UPROPERTY(EditAnywhere, BlueprintReadWrite)
TObjectPtr<UStaticMeshComponent> StaticMeshComponent = nullptr; UStaticMeshComponent* StaticMeshComponent = nullptr;
// Sets default values for this actor's properties // Sets default values for this actor's properties
ASwarmAgent(); ASwarmAgent();

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@ -33,7 +33,7 @@ public:
private: private:
FOnTimelineFloat onTimelineCallback; FOnTimelineFloat onTimelineCallback;
TArray<TObjectPtr<ASwarmAgent>> SwarmActors; TArray<ASwarmAgent*> SwarmActors;
public: public:
// Sets default values for this actor's properties // Sets default values for this actor's properties

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@ -8,7 +8,7 @@ public class vampires : ModuleRules
{ {
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "Paper2D", "Niagara" }); PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "Paper2D" });
PrivateDependencyModuleNames.AddRange(new string[] { }); PrivateDependencyModuleNames.AddRange(new string[] { });