#pragma once #include "CoreMinimal.h" #include "RobotPilotComponent.generated.h" USTRUCT(BlueprintType) struct FRobotActuators { GENERATED_BODY() // Do we need a prent struct? // What will be in common? }; class ARobotPawn; UCLASS(Blueprintable) class LUCKYWORLDV2_API URobotPilotComponent : public UActorComponent { GENERATED_BODY() public: URobotPilotComponent(); virtual void BeginPlay() override; virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; virtual void InitPilotComponent(); virtual void PostPhysicStepUpdate(const float SimulationTime); protected: // Child class need access // Only to easy access within the component TObjectPtr RobotOwner = nullptr; // ---------------- // ----- ANIM ----- // ---------------- protected: // Child class need access float AnimationStartTime = 0.f; float AnimationDuration = 0.f; };