#pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "GameplayTagContainer.h" #include "BPC_HitReactionSystem.generated.h" UCLASS(Blueprintable, ClassGroup=(Framework), meta=(BlueprintSpawnableComponent)) class FRAMEWORK_API UBPC_HitReactionSystem : public UActorComponent { GENERATED_BODY() public: UBPC_HitReactionSystem(); UFUNCTION(BlueprintCallable, Category = "Framework|Combat") void PlayHitReaction(float DamageAmount, FVector HitDirection, AActor* DamageCauser); UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Framework|HitReaction") float FlinchThreshold = 5.0f; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Framework|HitReaction") float RagdollThreshold = 50.0f; };