// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "Ability.generated.h" UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) class TURNBASEDTUTORIAL_API UAbility : public UActorComponent { GENERATED_BODY() public: // Sets default values for this component's properties UAbility(); // Called when the game starts virtual void BeginPlay() override; UPROPERTY(EditAnywhere) float ActionCost = 100.0f; UPROPERTY(EditAnywhere) float Damage = 50.0f; UPROPERTY(EditAnywhere) float ActionRadius = 1000.0f; UPROPERTY(EditAnywhere) float SplashRadius = 100.0f; UPROPERTY(EditAnywhere) float LinearWidth = 50.0f; UPROPERTY(EditAnywhere) float Speed = 1500.0f; // Called every frame // virtual void TickComponent(float DeltaTime, // ELevelTick TickType, // FActorComponentTickFunction * // ThisTickFunction) override; };