20 virtual void BeginPlay()
override;
24 virtual void Tick(
float DeltaTime)
override;
27 virtual void SetupPlayerInputComponent(
class UInputComponent* PlayerInputComponent)
override;
31 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
32 TObjectPtr<class UMaterialInterface> Material2;
34 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
35 TObjectPtr<class UMaterialInstanceDynamic> DynamicMaterial2;
38 FName EyeColorName = FName("EmissiveColor2");
39 FLinearColor EyeColor = FLinearColor::
Red;
42 UFUNCTION(BlueprintCallable)
43 void ChangeEyeColor();
46 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
49 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
53 UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
54 TObjectPtr<class USphereComponent> PlayerDetectSphereComp;
58 void OnSphereBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
bool bFromSweep, const FHitResult& SweepResult);
61 void OnSphereEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
75 UFUNCTION(BlueprintCallable, Category = "SpeakStage")
80 UFUNCTION(BlueprintCallable, Category = "SpeakStage")
81 FString GetCurrentQuestion() const;