#pragma once
#include "GameFramework/Actor.h"
#include "Platform.generated.h"
/**
*
*/
UCLASS()
class LUDUMDARE30_API APlatform : public AActor
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Pickup)
bool bIsActive;
UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = Pickup)
TSubobjectPtr<UBoxComponent> BaseCollisionComponent;
UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = Pickup)
TSubobjectPtr<UBoxComponent> PlatformBox;
};
#include "LudumDare30.h"
#include "Platform.h"
APlatform::APlatform(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
bIsActive = true;
BaseCollisionComponent = PCIP.CreateDefaultSubobject<UBoxComponent>(this, TEXT("BaseBoxComponent"));
RootComponent = BaseCollisionComponent;
PlatformBox = PCIP.CreateDefaultSubobject<UBoxComponent>(this, TEXT("PlatformBox"));
//PlatformBox->SetSimulatePhysics(true);
//PlatformBox->
PlatformBox->AttachTo(RootComponent);
}
Hi.
I wanted to make an Actor represented as box but how should apply material to him?
Thanks in advance for help.