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add a new heroes push back abilities
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@@ -0,0 +1,66 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/RootMotionSource.h"
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#include "CogSampleForcedMove.generated.h"
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class UGameplayEffect;
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//--------------------------------------------------------------------------------------------------------------------------
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USTRUCT(BlueprintType)
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struct FCogSampleForcedMoveParams
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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AActor* Instigator;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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AActor* Causer;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TSubclassOf<UGameplayEffect> Effect;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FRotator Rotation;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool IsAdditive = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 Priority = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Duration = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Distance = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Height = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float MinimumLandedTriggerTime = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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bool bFinishOnLanded = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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ERootMotionFinishVelocityMode FinishVelocityMode = ERootMotionFinishVelocityMode::MaintainLastRootMotionVelocity;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FVector FinishSetVelocity = FVector::ZeroVector;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float FinishClampVelocity = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UCurveVector* PathOffsetCurve = nullptr;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UCurveFloat* TimeMappingCurve = nullptr;
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};
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