// Project Lab - NHTV Igad #pragma once #include "GameFramework/Actor.h" #include "ParticleEffect.generated.h" UCLASS() class UNREALPROJECT_API AParticleEffect : public AActor { GENERATED_BODY() public: AParticleEffect(); virtual void BeginPlay() override; virtual void Tick( float DeltaSeconds ) override; void Init(UParticleSystem* particleSystem, float duration); UPROPERTY() UParticleSystemComponent* particleComponent; UPROPERTY(BlueprintReadWrite, Category = "Target") AActor* followActor; float duration; };