import Peanuts.Spline.SplineComponent; class UCharacterStrafeComponent : UActorComponent { UPROPERTY() bool bIsStrafing = false; UPROPERTY() UBlendSpace StrafeBlendSpace; UPROPERTY() UHazeSplineComponent CurrentSpline; UFUNCTION(BlueprintOverride) void OnResetComponent(EComponentResetType ResetType) { bIsStrafing = false; StrafeBlendSpace = nullptr; CurrentSpline = nullptr; } }