display effects in sample

This commit is contained in:
Arnaud Jamin committed 2023-10-09 19:09:25 -04:00
1 parent 99db2cfd5e
commit 02a11e8b7c
19 files changed
+7 -5

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@@ -26,12 +26,13 @@ UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Cost, "Effect.Data.Cost");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Damage, "Effect.Data.Damage");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Heal, "Effect.Data.Heal");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Damage_Kill, "Effect.Type.Damage.Kill");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Heal_Full, "Effect.Type.Heal.Full");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Heal_Revive, "Effect.Type.Heal.Revive");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Cost_Free, "Effect.Type.Cost.Free");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Cost_Overtime, "Effect.Type.Cost.Overtime");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Cost_Stamina, "Effect.Type.Cost.Stamina");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Damage_Kill, "Effect.Type.Damage.Kill");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Heal_Full, "Effect.Type.Heal.Full");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Heal_Revive, "Effect.Type.Heal.Revive");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Hidden, "Effect.Type.Hidden");
UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Dead, "Status.Dead");
UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Ghost, "Status.Ghost");
@@ -29,11 +29,12 @@ UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Data_Cost);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Data_Damage);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Data_Heal);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Cost_Overtime);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Cost_Stamina);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Damage_Kill);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Heal_Full);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Heal_Revive);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Cost_Overtime);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Cost_Stamina);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Effect_Type_Hidden);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Dead);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Tag_Status_Ghost);