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CogPackage: fix Gameplay Cues not cooked
CogSample: Add area of effect CogSample: Add "Easy" cheat CogWindow: Fix some tooltips CogEngine: Spawns now spawn the default controller CogDebug: Early out on DebugDraw if WorldContextObject is null
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@@ -64,6 +64,9 @@ public:
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UFUNCTION(BlueprintPure)
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static void FindCapsulePointDistance(const FVector2D& CapsulePoint1, const FVector2D& CapsulePoint2, const float CapsuleRadius, const FVector2D& Point, FVector2D& Projection, float& Time, float& Distance);
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UFUNCTION(BlueprintPure)
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static AActor* GetActorInstigator(AActor* Actor);
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static void AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty);
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static FCollisionObjectQueryParams ConfigureCollisionObjectParams(const TArray<TEnumAsByte<EObjectTypeQuery>>& ObjectTypes);
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@@ -83,6 +86,4 @@ public:
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static bool IsActorMatchingTags(const AActor* Actor, const FGameplayTagContainer& RequiredTags, const FGameplayTagContainer& IgnoredTags);
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static bool MatchCooldownTag(const FGameplayTagContainer& TagContainer);
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};
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