Unreal SDK  v1.1
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WeArtForce.h
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1#pragma once
2
3#include "CoreMinimal.h"
4#include "WeArtCommon.h"
5#include "WeArtForce.generated.h"
6
10USTRUCT()
12 GENERATED_BODY()
13
14public:
15 // The force is a 3D vector. Only the first component is currently used
16 // to represent the actual force, usage for the remaining components might come later.
17 UPROPERTY(EditAnywhere, Meta = (InlineEditConditionToggle))
18 bool active;
19 UPROPERTY(EditAnywhere, Meta = (DisplayName = "Value", EditCondition = "active", ClampMin = "0.0", ClampMax = "1.0"))
20 float value;
21
22 FWeArtForce() : active(false), value(WeArtConstants::defaultForce) {};
23
24 bool operator== (const FWeArtForce& other) {
25 return (active == other.active && value == other.value);
26 };
27};
Definition: WeArtCommon.h:71
Force value to be applied to an effect.
Definition: WeArtForce.h:11
float value
Definition: WeArtForce.h:20
bool active
Definition: WeArtForce.h:18