5#include "CoreMinimal.h"
6#include "Components/TextRenderComponent.h"
9#include "InteractionValve.generated.h"
24 virtual
void Tick(
float DeltaTime) override;
26 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Components)
29 UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
30 UTextRenderComponent* TextRenderComp;
32 UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Valve)
35 UPROPERTY(BlueprintAssignable)
36 FOnValveActivated OnValveActivated;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnValveActivated)
UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent), ClassGroup = (VRExpansionPlugin))
Actor representing an interaction valve.
UVRDialComponent * Valve
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Components)
FOnValveActivated OnValveActivated
UPROPERTY(BlueprintAssignable)
float ActivateAngle
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = Valve)
UTextRenderComponent * TextRenderComp
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Components)
UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent), ClassGroup = (VRExpansionPlugin))