Ed_
2574960fff
- Just a old name for a set of changes to make the game framework hardened for multiplayer as well as some ease of use functionality.
43 lines
1.0 KiB
C++
43 lines
1.0 KiB
C++
#pragma once
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#include "GasaCommon.h"
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#include "Actors/GasaActor.h"
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#include "GameFramework/Actor.h"
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#include "GasaEffectActorDemo.generated.h"
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// Old demonstration code used before part 37.
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UCLASS()
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class GASA_API AGasaEffectActorDemo : public AGasaActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(VisibleAnywhere)
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TObjectPtr<UStaticMeshComponent> Mesh;
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UPROPERTY(VisibleAnywhere)
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TObjectPtr<USphereComponent> Sphere;
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AGasaEffectActorDemo();
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UFUNCTION()
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void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex
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, bool bFromSweep
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, FHitResult const& SweepResult);
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UFUNCTION()
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void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent
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, AActor* OtherActor
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, UPrimitiveComponent* OtherComp
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, int32 OtherBodyIndex);
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#pragma region Actor
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void BeginPlay() override;
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void PostInitializeComponents() override;
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#pragma endregion Actor
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};
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