22 UPROPERTY(EditAnywhere, BlueprintReadWrite)
23 TMap<TSubclassOf<APickableItem>,
int> Material;
25 UPROPERTY(EditAnywhere, BlueprintReadWrite)
26 TSubclassOf<APickableItem> Out;
28 UPROPERTY(EditAnywhere, BlueprintReadWrite)
29 TSubclassOf<ADeliveryPoint> DelivreryPoint;
47 virtual void BeginPlay()
override;
48 virtual void Tick(
float DeltaTime)
override;
52 UFUNCTION(BlueprintCallable)
55 UFUNCTION(BlueprintCallable)
56 void CraftFurniture();
58 UFUNCTION(BlueprintCallable)
59 void ResetAssembler();
63 UPROPERTY(EditAnywhere, BlueprintReadWrite)
68 UPROPERTY(EditAnywhere, BlueprintReadWrite)
69 bool PlayFlowerAnimation;
70 UPROPERTY(EditAnywhere, BlueprintReadWrite)
71 bool CraftOnce = false;
72 UPROPERTY(EditAnywhere, BlueprintReadOnly)
73 int requieredMaterials = 3;
74 UPROPERTY(EditAnywhere, BlueprintReadWrite)
75 UStaticMeshComponent* PackagePosition;
81 UPROPERTY(EditAnywhere, BlueprintReadWrite)
82 UBoxComponent* AssemblerZone;
86 UDataTable* AllRecipies;
87 TArray<FName> RowsNames;
95 void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
bool bFromSweep, const FHitResult& SweepResult);
104 UFUNCTION(BlueprintNativeEvent)
105 void OnElementDropOnAssembler();
106 void OnElementDropOnAssembler_Implementation();
107 void TimerElapsed(AActor* Value,
AMainPlayer* Player);
Main player character for cooperative gameplay.
Definition MainPlayer.h:32