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38 lines
1.5 KiB
C++
38 lines
1.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/KismetSystemLibrary.h"
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#include "CogSampleGameplayLibrary.generated.h"
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class UAbilitySystemComponent;
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class UGameplayAbility;
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struct FGameplayAbilitySpecHandle;
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struct FGameplayCueParameters;
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struct FGameplayCueNotify_SpawnResult;
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//--------------------------------------------------------------------------------------------------------------------------
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UCLASS(meta = (ScriptName = "CogSampleGameplayLibrary"))
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class UCogSampleGameplayLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintPure)
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static FVector GetActorBottomLocation(const AActor* Actor);
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UFUNCTION(BlueprintCallable)
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static bool FindAbilitySpecHandleFromClass(UAbilitySystemComponent* AbilitySystemComponent, TSubclassOf<UGameplayAbility> AbilityClass, FGameplayAbilitySpecHandle& SpecHandle);
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UFUNCTION(BlueprintCallable)
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static void ApplyAllGameplayEffectContextValues(const FGameplayCueParameters& Parameters, const FGameplayCueNotify_SpawnResult& SpawnResult);
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/* Same as UAbilitySystemBlueprintLibrary::SendGameplayEventToActor but doesn't log an error when the ability system
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* is not found. When a montage is played in the montage editor the notifications are executed and if a notification
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* uses SendGameplayEventToActor it will log an error. */
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UFUNCTION(BlueprintCallable)
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static void SendMontageEvent(AActor* Actor, FGameplayTag EventTag, FGameplayEventData Payload);
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};
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