18 virtual void BeginPlay()
override;
19 virtual void Tick(
float DeltaTime)
override;
20 virtual void GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps)
const override;
23 void SetAnswerData(
const int32 InAnswerColorIdx,
const int32 InAnswerPatternIdx);
26 UFUNCTION(BlueprintImplementableEvent, Category =
"Holder")
27 void OnActivate(
bool bSuccess);
31 void OnRep_IsActivated();
34 void OnRep_CurTarget();
37 void OnBoxOverlapBegin(
38 UPrimitiveComponent* OverlappedComponent,
40 UPrimitiveComponent* OtherComp,
43 const FHitResult& SweepResult);
45 bool CheckLuggage(class
Aluggage* TargetLuggage);
48 void UpdateActivateState(
bool State);
52 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
53 TObjectPtr<class UBoxComponent> BoxCollision;
55 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
56 TObjectPtr<class USkeletalMeshComponent> MeshComponent;
58 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
59 TObjectPtr<class USceneComponent> HoldPos;
63 UPROPERTY(ReplicatedUsing=OnRep_CurTarget)
64 TObjectPtr<class AActor> CurTarget;
67 UPROPERTY(ReplicatedUsing=OnRep_IsActivated, VisibleAnywhere, BlueprintReadOnly, Category = "State")
68 bool bIsActivated = false;
71 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Visual")
72 float ActivatedHeightOffset = 50.0f;
74 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Visual")
75 float RotationSpeed = 90.0f;
78 int32 AnswerColorIdx = -1;
79 int32 AnswerPatternIdx = -1;