5#include "CoreMinimal.h"
6#include "AbilitySystemInterface.h"
7#include "ContextualAnimSceneActorComponent.h"
8#include "SmartObjectComponent.h"
9#include "GameFramework/Actor.h"
10#include "ContextualAnimSceneAsset.h"
12#include "ArcanaWorldActorBase.generated.h"
14class UContextualAnimSceneAsset;
15class UContextualAnimSceneActorComponent;
26 virtual UAbilitySystemComponent* GetAbilitySystemComponent()
const override;
30 virtual void BeginPlay()
override;
33 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category =
"SmartObject")
34 TObjectPtr<USmartObjectComponent> SmartObjectComponent;
37 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SmartObject")
38 TObjectPtr<UContextualAnimSceneActorComponent> ContextualAnimationComponent;
40 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
41 UStaticMeshComponent* StaticMeshComponent;
43 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
44 TObjectPtr<USkeletalMeshComponent> SkeletalMeshComponent;
46 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "AbilitySystem")
47 TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
49 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Animation")
50 TObjectPtr<UContextualAnimSceneAsset> ContextualAnimationSceneAsset;
52 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Animation")
53 TObjectPtr<UContextualAnimRolesAsset> ContextualAnimationRolesAsset;
57 virtual
void Tick(
float DeltaTime) override;
Definition: ArcanaWorldActorBase.h:19
Definition: ArcanaWorldActorInterface.h:11