// 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); };