#pragma once

#include "CoreMinimal.h"
#include "Components/SceneComponent.h"
#include "UObject/SoftObjectPtr.h"
#include "UObject/NoExportTypes.h"
#include "EditorActorVisualization.generated.h"

class AActor;

UCLASS(Blueprintable, meta=(BlueprintSpawnableComponent))
class DEADBYDAYLIGHT_API UEditorActorVisualization : public USceneComponent
{
	GENERATED_BODY()

public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	TSoftClassPtr<AActor> ActorVisualization;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
	FTransform RelativeTransform;

public:
	UEditorActorVisualization();
};

FORCEINLINE uint32 GetTypeHash(const UEditorActorVisualization) { return 0; }
