W01Weapon.h
#pragma once
#include "GameFramework/Actor.h"
#include "W01Weapon.generated.h"
UCLASS()
class W01_API AW01Weapon : public AActor
{
GENERATED_UCLASS_BODY()
virtual void PostInitializeComponents() override;
public:
UPROPERTY(EditDefaultsOnly, Category = Projectile)
TSubclassOf<class AJanoProjectile> ProjectileClass;
void SetOwningPawn(AW01Character* AW01Character);
private:
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
USkeletalMeshComponent* Mesh1P;
protected:
UPROPERTY(Transient, ReplicatedUsing = OnRep_MyPawn)
class AW01Character* MyPawn;
UPROPERTY(Transient, Replicated)
int32 CurrentAmmo;
UPROPERTY(Transient)
int32 MaxAmmo;
UFUNCTION()
void OnRep_MyPawn();
bool GetProjectile();
public:
AW01Weapon();
}