// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "PhysicsEngine/PhysicsConstraintComponent.h" #include "StickySlimeComponent.generated.h" UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) class WIZARDINGCENTRAL_API UStickySlimeComponent : public UActorComponent { GENERATED_BODY() public: // Sets default values for this component's properties UStickySlimeComponent(); protected: // Called when the game starts virtual void BeginPlay() override; public: // // Called every frame // virtual void TickComponent(float DeltaTime, ELevelTick TickType, // FActorComponentTickFunction* ThisTickFunction) override; UFUNCTION(BlueprintCallable, Category="Skicky Slime") void AttachToActor(AActor* Target); UFUNCTION(BlueprintCallable, Category="Sticky Slime") void ActivateIfAnchored(AActor* Target); UFUNCTION(BlueprintCallable, BlueprintCallable, Category = "Sticky Slime") void BreakSlime(); private: UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Sticky Slime", meta=(AllowPrivateAccess="true")) AActor* AttachedActor1; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Sticky Slime", meta=(AllowPrivateAccess="true")) AActor* AttachedActor2; bool bIsActivated; };