text: ﻿// Fill out your copyright notice in the Description page of Project Settings.
  
  #pragma once
  
  #include "CoreMinimal.h"
  #include "UObject/Object.h"
  #include "EGCameraShakeNotify.generated.h"
  
  /**
   * 
   */
  UCLASS()
  class UNREALEXTENDEDGAMEPLAY_API UEGCameraShakeNotify : public UAnimNotify
  {
  	GENERATED_BODY()
  
  public:
  	
  	// Begin UAnimNotify interface
  	virtual FString GetNotifyName_Implementation() const override;
  
  	#if ENGINE_MAJOR_VERSION != 5
  		virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation) override;
  	#endif
  
  	#if	ENGINE_MAJOR_VERSION == 5
  		virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override;
  	#endif
  		
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify", meta=(ExposeOnSpawn = true))
  	TSubclassOf<UCameraShakeBase> CameraShake;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify", meta=(ExposeOnSpawn = true))
  	float InnerRadius;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify", meta=(ExposeOnSpawn = true))
  	float OuterRadius;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="AnimNotify", meta=(ExposeOnSpawn = true))
  	float Falloff;
  };
  