#pragma once #include "GasaCommon.h" #include "Actors/GasaActor.h" #include "GameFramework/Actor.h" #include "GasaEffectActorDemo.generated.h" // Old demonstration code used before part 37. UCLASS() class GASA_API AGasaEffectActorDemo : public AGasaActor { GENERATED_BODY() public: UPROPERTY(VisibleAnywhere) TObjectPtr Mesh; UPROPERTY(VisibleAnywhere) TObjectPtr Sphere; AGasaEffectActorDemo(); UFUNCTION() void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent , AActor* OtherActor , UPrimitiveComponent* OtherComp , int32 OtherBodyIndex , bool bFromSweep , FHitResult const& SweepResult); UFUNCTION() void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent , AActor* OtherActor , UPrimitiveComponent* OtherComp , int32 OtherBodyIndex); #pragma region Actor void BeginPlay() override; void PostInitializeComponents() override; #pragma endregion Actor };