text: #pragma once
  #include "CoreMinimal.h"
  #include "Components/ActorComponent.h"
  #include "FloatPerkComponent.generated.h"
  
  class APlayerCharacter;
  
  UCLASS(Abstract, Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
  class UFloatPerkComponent : public UActorComponent {
      GENERATED_BODY()
  public:
  protected:
      UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
      float FloatValue;
      
      UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
      APlayerCharacter* PlayerCharacter;
      
  public:
      UFloatPerkComponent();
  protected:
      UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
      void Receive_OnInitialized();
      
  };
  
  