Files
EventCenterPlugin/Source/EventCenterPlugin/Public/SpawnableSkeletalMeshActor.h
T
Brandon Thomas 439968b8e7 This is an experiment (not working yet) Multiple actor classes
* Skeletal meshes
* Static meshes
* Parent class for both
2021-03-03 06:51:49 -05:00

39 lines
1.1 KiB
C++

#pragma once
// Unreal Core
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Engine/EngineTypes.h"
// EventCenterPlugin
#include "SpawnableActor.h"
#include "SpawnableSkeletalMeshActor.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(SpawnableSkeletalMeshActorLog, Log, All);
// NB(bt): "Blueprintable" seems to remove the ability to add BP event nodes.
UCLASS()
class EVENTCENTERPLUGIN_API ASpawnableSkeletalMeshActor : public ASpawnableActor
{
GENERATED_BODY()
public:
ASpawnableSkeletalMeshActor();
~ASpawnableSkeletalMeshActor();
/** Access to the skeletal mesh component */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawnableSkeletalMeshActor", meta = (AllowPrivateAccess = "true"))
class USkeletalMeshComponent* BaseMeshComponent;
/** Set the skeletal mesh. */
UFUNCTION(BlueprintCallable, Category = "SpawnableSkeletalMeshActor")
void SetSpawnableSkeletalMesh(USkeletalMesh* skeletalMesh);
private:
/** Mesh to use */
//UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SpawnableActor", meta = (AllowPrivateAccess = "true"))
class USkeletalMesh* BaseMesh;
};