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ActorRemover.h
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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ActorRemover.generated.h"
// TODO : USE USphereComponent for collision checks instead of StaticMeshComponent.
UCLASS()
class THEIMPOSSIBLE_API AActorRemover : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AActorRemover(const FObjectInitializer& ObjectInitializer);
UPROPERTY(BlueprintReadWrite, EditAnywhere)
USceneComponent* SceneComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere)
UStaticMeshComponent* CollisionArea;
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
void RemoveActor(AActor* ActorToRemove);
UFUNCTION()
virtual void OnOverlapBegin(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
UFUNCTION()
virtual void OnOverlapEnd(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
};