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Add more abilities in the sample
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@@ -4,8 +4,12 @@
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#include "CogSampleFunctionLibrary_Gameplay.generated.h"
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class UAbilitySystemComponent;
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class UGameplayAbility;
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struct FGameplayAbilitySpecHandle;
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struct FGameplayAttribute;
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struct FGameplayAttributeData;
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struct FGameplayCueNotify_SpawnResult;
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struct FGameplayCueParameters;
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#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
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GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
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@@ -21,4 +25,28 @@ class UCogSampleFunctionLibrary_Gameplay : public UBlueprintFunctionLibrary
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public:
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static void AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty);
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UFUNCTION(BlueprintPure)
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static FVector GetActorBottomLocation(const AActor* Actor);
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UFUNCTION(BlueprintCallable)
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static bool FindAbilitySpecHandleFromClass(UAbilitySystemComponent* AbilitySystemComponent, TSubclassOf<UGameplayAbility> AbilityClass, FGameplayAbilitySpecHandle& SpecHandle);
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UFUNCTION(BlueprintCallable)
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static void ApplyAllGameplayEffectContextValues(const FGameplayCueParameters& Parameters, const FGameplayCueNotify_SpawnResult& SpawnResult);
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/* Same as UAbilitySystemBlueprintLibrary::SendGameplayEventToActor but doesn't log an error when the ability system
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* is not found. When a montage is played in the montage editor the notifications are executed and if a notification
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* uses SendGameplayEventToActor it will log an error. */
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UFUNCTION(BlueprintCallable)
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static void SendMontageEvent(AActor* Actor, FGameplayTag EventTag, FGameplayEventData Payload);
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UFUNCTION(BlueprintPure)
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static float GetFloatValue(const FScalableFloat& ScalableFloat, int32 Level);
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UFUNCTION(BlueprintPure)
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static bool GetBoolValue(const FScalableFloat& ScalableFloat, int32 Level);
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UFUNCTION(BlueprintPure)
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static int32 GetIntValue(const FScalableFloat& ScalableFloat, int32 Level);
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};
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