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2023-06-12 22:46:06 +02:00
commit 25559b81e3
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/SplineMeshComponent.h"
#include "Kismet/KismetMathLibrary.h"
#include "NiagaraComponent.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "WickComponent.generated.h"
UCLASS()
class FIREWORKDUELS_API UWickComponent : public USplineMeshComponent
{
GENERATED_BODY()
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
UPROPERTY()
UNiagaraComponent* EmitterReference;
UPROPERTY()
UMaterialInstanceDynamic* DynamicMaterialReference;
// This function calculates new position of where the wick is currently burning.
UFUNCTION(BlueprintCallable)
FTransform UpdateWickBurnEffects(float Alpha);
};