Files
ToonTanks/Source/ToonTanks/BasePawn.h
2025-07-20 01:15:34 -04:00

65 lines
1.8 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "BasePawn.generated.h"
UCLASS()
class TOONTANKS_API ABasePawn : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ABasePawn();
//test uprops
UPROPERTY(VisibleInstanceOnly)
int32 VisibleIstanceOnlyInt = 11;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
int32 EditAnywhereInt = 22;
UPROPERTY(VisibleDefaultsOnly)
int32 VisibleDefaultOnlyInt = 5;
UPROPERTY(EditDefaultsOnly)
int32 EditDefaultsOnlyInt = 9;
UPROPERTY(EditInstanceOnly)
int32 EditInstanceOnlyInt = 14;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
private:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
class UCapsuleComponent* CapsuleComp;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
UStaticMeshComponent* BaseMesh;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
UStaticMeshComponent* TurretMesh;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components", meta = (AllowPrivateAccess = "true"))
USceneComponent* ProjectileSpawnPoint;
//test uprops showing all that you can do with them
/*UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Super Duper Variables", meta = (AllowPrivateAccess = "true"))
float Speed = 400.f;*/
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Super Duper Variables", meta = (AllowPrivateAccess = "true"))
int32 VisibleAnywhere = 12;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};