#pragma once #include "CoreMinimal.h" #include "AbilitySystemComponent.h" #include "CogSampleAbilitySystemComponent.generated.h" UCLASS(BlueprintType) class UCogSampleAbilitySystemComponent : public UAbilitySystemComponent { GENERATED_BODY() public: UFUNCTION(BlueprintCallable, Category = "GameplayCue", Meta = (AutoCreateRefTerm = "GameplayCueParameters", GameplayTagFilter = "GameplayCue")) void ExecuteGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const; UFUNCTION(BlueprintCallable, Category = "GameplayCue", Meta = (AutoCreateRefTerm = "GameplayCueParameters", GameplayTagFilter = "GameplayCue")) void AddGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const; UFUNCTION(BlueprintCallable, Category = "GameplayCue", Meta = (AutoCreateRefTerm = "GameplayCueParameters", GameplayTagFilter = "GameplayCue")) void RemoveGameplayCueLocal(const FGameplayTag GameplayCueTag, const FGameplayCueParameters& GameplayCueParameters) const; };