// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "Casing.generated.h" UCLASS() class BLASTER_API ACasing : public AActor { GENERATED_BODY() public: ACasing(); protected: virtual void BeginPlay() override; UFUNCTION() virtual void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit); private: UPROPERTY(VisibleAnywhere) UStaticMeshComponent* CasingMesh; UPROPERTY(EditAnywhere) float ShellEjectionImpulseMin; UPROPERTY(EditAnywhere) float ShellEjectionImpulseMax; UPROPERTY(EditAnywhere) class USoundCue* ShellSound; };