#include "CogSampleTagLibrary.h" 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_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_GameplayEvent_Killed, "GameplayEvent.Killed"); UE_DEFINE_GAMEPLAY_TAG(Tag_GameplayEvent_Revived, "GameplayEvent.Revived"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Dead, "Effect.Status.Dead"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Ghost, "Effect.Status.Ghost"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Immobilized, "Effect.Status.Immobilized"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Immune_Damage, "Effect.Status.Immune.Damage"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Revived, "Effect.Status.Revived"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Silenced, "Effect.Status.Silenced"); UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Stunned, "Effect.Status.Stunned"); UE_DEFINE_GAMEPLAY_TAG(Tag_Unit_Hero, "Unit.Hero"); UE_DEFINE_GAMEPLAY_TAG(Tag_Unit_Creature, "Unit.Creature");