18 virtual void BeginPlay()
override;
25 void OnInteractionTriggered(AActor* Interactor);
28 void OnOutlineStateChanged(
bool bShouldShowOutline);
30 UFUNCTION(BlueprintNativeEvent, Category =
"Interaction")
32 virtual
void OnActivate_Implementation();
35 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
36 TObjectPtr<class USkeletalMeshComponent> SwitchBody;
39 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
40 TObjectPtr<class UInteractableComponent> InteractableComp;
41 UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
42 TObjectPtr<class UWidgetComponent> WidgetComp;
44 UPROPERTY(BlueprintReadOnly)
47 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Switch")
48 float RecoveryDelay = 0.5f;
52 FTimerHandle RecoveryTimerHandle;
55 void RecoveryButton();