#include "CogSampleTagLibrary.h" UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Activation_Fail_Cooldown, "Ability.Activation.Fail.Cooldown"); UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Activation_Fail_Cost, "Ability.Activation.Fail.Cost"); UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_1, "Ability.Cooldown.1"); UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_2, "Ability.Cooldown.2"); UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_3, "Ability.Cooldown.3"); UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_4, "Ability.Cooldown.4"); UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_5, "Ability.Cooldown.5"); UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_6, "Ability.Cooldown.6"); UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_7, "Ability.Cooldown.7"); UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_8, "Ability.Cooldown.8"); UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Alignment_Negative, "Effect.Alignment.Negative"); UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Alignment_Positive, "Effect.Alignment.Positive"); UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Amount, "Effect.Data.Amount"); UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Cooldown, "Effect.Data.Cooldown"); 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_Status_Dead, "Status.Dead"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Ghost, "Status.Ghost"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Immobilized, "Status.Immobilized"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Immune_Damage, "Status.Immune.Damage"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Revived, "Status.Revived"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Silenced, "Status.Silenced"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_NoCooldown, "Status.NoColdown"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_NoCost, "Status.NoCost"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Stunned, "Status.Stunned"); UE_DEFINE_GAMEPLAY_TAG(Tag_GameplayEvent_Killed, "GameplayEvent.Killed"); UE_DEFINE_GAMEPLAY_TAG(Tag_GameplayEvent_Revived, "GameplayEvent.Revived"); UE_DEFINE_GAMEPLAY_TAG(Tag_MontageEvent_Cast_Begin, "MontageEvent.Cast.Begin"); UE_DEFINE_GAMEPLAY_TAG(Tag_MontageEvent_Cast_End, "MontageEvent.Cast.End"); UE_DEFINE_GAMEPLAY_TAG(Tag_Unit_Hero, "Unit.Hero"); UE_DEFINE_GAMEPLAY_TAG(Tag_Unit_Creature, "Unit.Creature"); TArray FCogSampleTagLibrary::ActiveAbilityCooldownTags = { Tag_Ability_Cooldown_1, Tag_Ability_Cooldown_2, Tag_Ability_Cooldown_3, Tag_Ability_Cooldown_4, Tag_Ability_Cooldown_5, Tag_Ability_Cooldown_6, Tag_Ability_Cooldown_7, Tag_Ability_Cooldown_8, };