// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "Item.generated.h" UCLASS(Blueprintable) class SURREALISM_API AItem : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties AItem(); protected: // Called when the game starts or when spawned virtual void BeginPlay() override; public: // Called every frame virtual void Tick(float DeltaTime) override; UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item") FString item_name = "Item name"; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item") FString item_description = "Item description"; UFUNCTION(BlueprintCallable,CallInEditor , Category = "Item") FString get_item_name(); UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item") FString get_item_description(); UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item") void set_item_name(FString new_name); UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item") void set_item_description(FString new_description); UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item") void send_item_to_journal(); };