text: // UnrealScenarioTest - (c)2021 Giovanni Paolo Vigano' (CNR-STIIMA)
  
  #pragma once
  
  #include "CoreMinimal.h"
  #include "MovableActor.h"
  #include "EntityDataComponent.h"
  
  
  #include "EntityActor.generated.h"
  
  UCLASS(Blueprintable, ClassGroup = UnrealScenario)
  /**
  * Unreal Scenario generic entity actor, used only when no related asset is available.
  */
  class UNREALSCENARIO_API AEntityActor : public AMovableActor
  {
  	GENERATED_BODY()
  	
  public:
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Unreal Scenario")
  		UEntityDataComponent* EntityData;
  
  	// Sets default values for this actor's properties
  	AEntityActor();
  
  
  #if WITH_EDITOR
  	virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
  #endif
  
  };
  