// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "../StatusEffect.h" #include "DamageOverTime.generated.h" /** * */ UCLASS() class THE_TWILIGHT_ABYSS_API UDamageOverTime : public UStatusEffect { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite) float DamagePerTurn = 6.0f; //virtual void Invoke(AActor* Character, float TimeOfExpiry) override; //virtual void OnExpiry(AActor* Character) override; virtual void OnEnemyTurn(AActor* Enemy, AActor* Character) override; };