83 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"QTE")
84 ESnapPointType SnapPointType = ESnapPointType::First;
86 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"QTE")
87 EQTEActionType ActionType = EQTEActionType::None;
89 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"QTE")
93 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"QTE",
94 Meta = (ClampMin =
"-1", ToolTip =
"Nombre de répétitions (-1 pour infini)"))
95 int32 RepeatCount = 1;
98 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"QTE",
99 Meta = (EditCondition =
"ActionType == EQTEActionType::Rotate"))
100 float MinRotationSpeed = 0.5f;
112 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"QTE")
113 TArray<FSnapPointConfig> SnapPoints;
116 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"QTE")
117 float TotalTime = -1.0f;
120 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"QTE")
121 TSubclassOf<UUserWidget> WidgetClass;
124 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"QTE")
125 FString ConfigurationName = TEXT(
"New QTE");
127 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"QTE")
128 bool ActionShouldWaitOtherPlayer =
false;