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42ca1afc6a
Cog Sample: Make Area a component instead of an actor Cog Sample: Add Basic actor for Projectiles, Areas, etc... Cog Sample: Start to add Projectile Cog Sample: Start to add SpawnPrediction
40 lines
1.1 KiB
C++
40 lines
1.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayEffectExecutionCalculation.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "CogSampleExecCalculation_Damage.generated.h"
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class UCogSampleAbilitySystemComponent;
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struct FHitResult;
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struct FGameplayEffectContextHandle;
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UCLASS()
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class UCogSampleExecCalculation_Damage : public UGameplayEffectExecutionCalculation
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{
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GENERATED_BODY()
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public:
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UCogSampleExecCalculation_Damage();
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virtual void Execute_Implementation(const FGameplayEffectCustomExecutionParameters& ExecutionParams, OUT FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const override;
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};
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UCLASS(meta = (ScriptName = "CogSampleFunctionLibrary_Damage"))
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class UCogSampleFunctionLibrary_Damage : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable)
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static void ExecuteDamageGameplayCue(
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UCogSampleAbilitySystemComponent* TargetAbilitySystem,
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const FGameplayEffectSpec& EffectSpec,
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const FHitResult& HitResult,
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float HealthDamage,
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const FGameplayEffectContextHandle& EffectContext,
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bool IsPredicted);
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};
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