34 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			34 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "NiagaraSystem.h"
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#include "FXEnum.h"
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#include "FXComponent.generated.h"
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class ZWORLD_API UFXComponent : public UActorComponent
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{
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	GENERATED_BODY()
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public:	
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	// Sets default values for this component's properties
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	UFXComponent();
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protected:
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	// Called when the game starts
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	virtual void BeginPlay() override;
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public:	
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	// Called every frame
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	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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	UFUNCTION(BlueprintCallable, Category = "FX Component")
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	UObject* PlayFX(UObject* FXAsset, USceneComponent* MeshComp, FName SocketName, FVector LocalOffset, FRotator LocalRotation, int32 DataChannelCount, FFXSpawnInfo SpawnInfo);
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	//void test(UNiagaraSystem* SystemTemplate, USceneComponent* AttachToComponent, FName AttachPointName, FVector Location, FRotator Rotation, FFXSpawnInfo SpawnInfo) {};
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	static UNiagaraComponent* SpawnSystemAttached(UNiagaraSystem* SystemTemplate, USceneComponent* AttachToComponent, FName AttachPointName, FVector Location, FRotator Rotation, FFXSpawnInfo SpawnInfo);
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};
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