#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "CodeAnvilTypes.h"
#include "CodeAnvil.generated.h"
UCLASS()
class CODEANVIL_API ACodeAnvil : public AActor
{
GENERATED_BODY()
public:
ACodeAnvil();
protected:
virtual void BeginPlay() override;
virtual void PostInitializeComponents() override;
private:
void BuildCareer();
void WriteGameNotes();
void WriteUnrealNotes();
void DoStuff();
private:
UPROPERTY(EditAnywhere, Category = "Archive")
TArray<FWorkNote> ThingsIWorkedOn;
UPROPERTY(EditAnywhere, Category = "Archive")
TArray<FGameNote> WhatMakesGames;
UPROPERTY(EditAnywhere, Category = "Archive")
TArray<FUnrealNote> UnrealThingsToLearn;
UPROPERTY(VisibleAnywhere, Category = "Question")
bool bAmIUnrealYet? = false;
UPROPERTY(VisibleAnywhere, Category = "Engine")
bool bEngineHasTooMuchToLearn = true;
#if WITH_EDITOR
bool bWorksInPIE = true;
bool bWorksInPackage = false;
#endif
};