#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CodeAnvil.generated.h"
UCLASS(BlueprintType, Blueprintable, meta = (DisplayName = "경험에 날이 서도록"))
class CODEANVIL_API ACodeAnvil : public AActor
{
GENERATED_BODY()
private:
UPROPERTY(VisibleAnywhere, Category = "Question", meta = (AllowPrivateAccess = "true"))
bool bAmIUnrealYet? = false;
UPROPERTY(VisibleAnywhere, Category = "Engine", meta = (AllowPrivateAccess = "true"))
bool bEngineHasTooMuchToLearn = true;
#if WITH_EDITORONLY_DATA
UPROPERTY(VisibleAnywhere, Category = "EditorData", meta = (AllowPrivateAccess = "true"))
bool bWorksInPIE = true;
UPROPERTY(VisibleAnywhere, Category = "EditorData", meta = (AllowPrivateAccess = "true"))
bool bWorksInPackage = false;
#endif
public:
ACodeAnvil();
UFUNCTION(BlueprintCallable)
void ();
void ();
void ();
void ();
protected:
virtual void BeginPlay() override;
virtual void PostInitializeComponents() override;
};