KLingo Project Documentation 1.0.0
Unreal Engine 5.6 C++ Project Documentation
로딩중...
검색중...
일치하는것 없음
APedestalSwitch.h
이 파일의 문서화 페이지로 가기
1// Copyright (c) 2025 Doppleddiggong. All rights reserved. Unauthorized copying, modification, or distribution of this file, via any medium is strictly prohibited. Proprietary and confidential.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "GameFramework/Actor.h"
7#include "APedestalSwitch.generated.h"
8
9UCLASS()
10class ONEPIECE_API APedestalSwitch : public AActor
11{
12 GENERATED_BODY()
13
14public:
16
17protected:
18 virtual void BeginPlay() override;
19
20public:
21 void InitSwitch();
22
24 UFUNCTION()
25 void OnInteractionTriggered(AActor* Interactor);
26
27 UFUNCTION()
28 void OnOutlineStateChanged(bool bShouldShowOutline);
29
30 UFUNCTION(BlueprintNativeEvent, Category = "Interaction")
31 void OnActivate();
32 virtual void OnActivate_Implementation();
33
34public:
35 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
36 TObjectPtr<class USkeletalMeshComponent> SwitchBody;
37
39 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
40 TObjectPtr<class UInteractableComponent> InteractableComp;
41 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
42 TObjectPtr<class UWidgetComponent> WidgetComp;
43
44 UPROPERTY(BlueprintReadOnly)
45 TObjectPtr<class UTweenAnimInstance> AnimBlueprint;
46
47 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Switch")
48 float RecoveryDelay = 0.5f;
49
50private:
52 FTimerHandle RecoveryTimerHandle;
53
55 void RecoveryButton();
56};
블루프린트에서 사용할 수 있는 간단한 트윈 애님 인스턴스.