컴포넌트 노출
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Content/Blueprints/Pawns/BP_PawnTank.uasset
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Content/Blueprints/Pawns/BP_PawnTank.uasset
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Content/Blueprints/Pawns/BP_PawnTurret.uasset
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Content/Blueprints/Pawns/BP_PawnTurret.uasset
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Content/Maps/Main.umap
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Content/Maps/Main.umap
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@ -15,42 +15,21 @@ public:
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// Sets default values for this pawn's properties
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ABasePawn();
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
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int32 VisibleAnywhereInt = 12;
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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int32 EditAnywhereInt = 22;
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UPROPERTY(VisibleInstanceOnly)
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int32 VisibleInstanceOnlyInt = 11;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString TestString = "Hello World";
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UPROPERTY(VisibleDefaultsOnly)
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int32 VisibleDefaultOnlyInt = 5;
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UPROPERTY(EditDefaultsOnly)
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int32 EditDefaultOnlyInt = 9;
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UPROPERTY(EditInstanceOnly)
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int32 EditInstanceOnlyInt = 14;
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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private:
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UPROPERTY()
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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class UCapsuleComponent* CapsuleComp;
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UPROPERTY()
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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UStaticMeshComponent* BaseMesh;
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UPROPERTY()
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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UStaticMeshComponent* TurretMesh;
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UPROPERTY()
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Component", meta=(AllowPrivateAccess = "true"))
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USceneComponent* ProjectileSpawnPoint;
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public:
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