10#include "FoliageInstancedStaticMeshComponent.generated.h"
16DECLARE_DYNAMIC_MULTICAST_DELEGATE_SevenParams(
FInstancePointDamageSignature,
int32, InstanceIndex,
float, Damage,
class AController*,
InstigatedBy,
FVector, HitLocation,
FVector,
ShotFromDirection,
const class UDamageType*, DamageType,
AActor*,
DamageCauser);
17DECLARE_DYNAMIC_MULTICAST_DELEGATE_SevenParams(
FInstanceRadialDamageSignature,
const TArray<int32>&, Instances,
const TArray<float>&,
Damages,
class AController*,
InstigatedBy,
FVector, Origin,
float,
MaxRadius,
const class UDamageType*, DamageType,
AActor*,
DamageCauser);
25 UPROPERTY(BlueprintAssignable, Category =
"Game|Damage")
32 bool bEnableDiscardOnLoad;
34#if WITH_EDITORONLY_DATA
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define DECLARE_DYNAMIC_MULTICAST_DELEGATE_SevenParams(DelegateName, Param1Type, Param1Name, Param2Type, Param2Name, Param3Type, Param3Name, Param4Type, Param4Name, Param5Type, Param5Name, Param6Type, Param6Name, Param7Type, Param7Name)
Definition DelegateCombinations.h:107
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_UCLASS_BODY(...)
Definition ObjectMacros.h:768
#define UCLASS(...)
Definition ObjectMacros.h:776
Definition Controller.h:41
Definition UnrealType.h:174
Definition Foliage.Build.cs:6
Definition DamageType.h:21
Definition FoliageInstancedStaticMeshComponent.h:21
const FGuid & GetGenerationGuid() const
Definition FoliageInstancedStaticMeshComponent.h:49
void SetGenerationGuid(const FGuid &InGuid)
Definition FoliageInstancedStaticMeshComponent.h:48
Definition HierarchicalInstancedStaticMeshComponent.h:136
Definition DamageEvents.h:16