// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "RailwayCarriage.generated.h" //~~~~~ Forward Declarations~~~~~ UCLASS() class RAILWAYWORKER_API ARailwayCarriage : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties ARailwayCarriage(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; //root component UPROPERTY(BlueprintReadWrite) USceneComponent* Root; // meshes UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes") UStaticMeshComponent* railwayBody; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes") UStaticMeshComponent* wheel_0; UPROPERTY(EditAnyWhere, BlueprintReadWrite,Category = "Meshes") UStaticMeshComponent* wheel_1; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Meshes") UStaticMeshComponent* wheel_2; UPROPERTY(EditAnyWhere, BlueprintReadWrite,Category = "Meshes") UStaticMeshComponent* wheel_3; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category ="Location") FVector oldLocation; // name railway carriage UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "Name") FName nameCarriage; // components to focus camera UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent") USceneComponent* dotCoordinate_0; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent") USceneComponent* dotCoordinate_1; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent") USceneComponent* dotCoordinate_2; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent") USceneComponent* dotCoordinate_3; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent") USceneComponent* dotCoordinate_4; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent") USceneComponent* dotCoordinate_5; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent") USceneComponent* dotCoordinate_6; UPROPERTY(EditAnyWhere, BlueprintReadWrite, Category = "SupportComponent") USceneComponent* dotCoordinate_7; public: // Called every frame //virtual void Tick(float DeltaTime) override; };