24 void UpdateWheelsFriction(
AActor *OtherActor, TArray<float>& NewFriction);
31 void OnTriggerBeginOverlap(
32 UPrimitiveComponent *OverlappedComp,
34 UPrimitiveComponent *OtherComp,
37 const FHitResult &SweepResult);
40 void OnTriggerEndOverlap(
41 UPrimitiveComponent *OverlappedComp,
43 UPrimitiveComponent *OtherComp,
44 int32 OtherBodyIndex);
58 Friction = NewFriction;
65 virtual void EndPlay(EEndPlayReason::Type EndPlayReason)
override;
67 virtual void Tick(
float DeltaTime)
override;
74 UPROPERTY(EditAnywhere)
75 float Friction = 0.0f;
77 UPROPERTY(EditAnywhere)