53. Gameplay Effect Delegates
This commit is contained in:
parent
ad14d6b3af
commit
901ef9460b
16
Project/Config/DefaultGameplayTags.ini
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16
Project/Config/DefaultGameplayTags.ini
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@ -0,0 +1,16 @@
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[/Script/GameplayTags.GameplayTagsSettings]
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ImportTagsFromConfig=True
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WarnOnInvalidTags=True
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ClearInvalidTags=False
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AllowEditorTagUnloading=True
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AllowGameTagUnloading=False
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FastReplication=False
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InvalidTagCharacters="\"\',"
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+GameplayTagTableList=/Game/Core/DT_PrimaryAttributes.DT_PrimaryAttributes
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NumBitsForContainerSize=6
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NetIndexFirstBitSegment=16
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+GameplayTagList=(Tag="Attributes.Vital.Health",DevComment="")
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+GameplayTagList=(Tag="Attributes.Vital.Mana",DevComment="")
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+GameplayTagList=(Tag="Attributes.Vital.MaxHealth",DevComment="")
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+GameplayTagList=(Tag="Attributes.Vital.MaxMana",DevComment="")
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@ -0,0 +1,7 @@
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{
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"ColumnWidths":
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{
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"DevComment": 405,
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"Tag": 381
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}
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}
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@ -22,28 +22,23 @@ void UGasaAttributeSet::Client_OnRep_Health(FGameplayAttributeData& PrevHealth)
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Health, PrevHealth );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Health, PrevHealth );
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}
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}
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void UGasaAttributeSet::Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth )
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void UGasaAttributeSet::Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth )
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{
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), MaxHealth,
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxHealth, PrevMaxHealth );
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PrevMaxHealth);
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}
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}
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void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana )
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void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana )
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{
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Mana, PrevMana );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Mana, PrevMana );
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}
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}
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void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana )
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void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana )
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{
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), MaxMana,
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxMana, PrevMaxMana );
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PrevMaxMana);
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}
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}
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#pragma endregion Rep Notifies
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#pragma endregion Rep Notifies
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@ -8,7 +8,6 @@ UCLASS()
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class GASA_API UGasaAttributeSet : public UAttributeSet
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class GASA_API UGasaAttributeSet : public UAttributeSet
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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UGasaAttributeSet();
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UGasaAttributeSet();
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@ -36,19 +35,16 @@ public:
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
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return Prop;
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return Prop;
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}
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}
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static FGameplayAttribute GetMaxHealthAttribute()
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static FGameplayAttribute GetMaxHealthAttribute()
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{
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{
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
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return Prop;
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return Prop;
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}
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}
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static FGameplayAttribute GetManaAttribute()
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static FGameplayAttribute GetManaAttribute()
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{
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{
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
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return Prop;
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return Prop;
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}
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}
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static FGameplayAttribute GetMaxManaAttribute()
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static FGameplayAttribute GetMaxManaAttribute()
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{
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{
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
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@ -62,7 +58,8 @@ public:
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#pragma endregion Getters
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#pragma endregion Getters
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#pragma region Setters
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#pragma region Setters
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FORCEINLINE void SetHealth(float NewVal);
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FORCEINLINE void
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SetHealth( float NewVal );
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FORCEINLINE void SetMaxHealth( float NewVal );
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FORCEINLINE void SetMaxHealth( float NewVal );
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FORCEINLINE void SetMana( float NewVal );
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FORCEINLINE void SetMana( float NewVal );
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FORCEINLINE void SetMaxMana( float NewVal );
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FORCEINLINE void SetMaxMana( float NewVal );
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@ -72,19 +69,16 @@ public:
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Health.SetBaseValue( NewVal );
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Health.SetBaseValue( NewVal );
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Health.SetCurrentValue( NewVal );
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Health.SetCurrentValue( NewVal );
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}
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}
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FORCEINLINE void InitMaxHealth( float NewVal )
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FORCEINLINE void InitMaxHealth( float NewVal )
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{
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{
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MaxHealth.SetBaseValue( NewVal );
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MaxHealth.SetBaseValue( NewVal );
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MaxHealth.SetCurrentValue( NewVal );
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MaxHealth.SetCurrentValue( NewVal );
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}
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}
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FORCEINLINE void InitMana( float NewVal )
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FORCEINLINE void InitMana( float NewVal )
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{
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{
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Mana.SetBaseValue( NewVal );
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Mana.SetBaseValue( NewVal );
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Mana.SetCurrentValue( NewVal );
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Mana.SetCurrentValue( NewVal );
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}
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}
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FORCEINLINE void InitMaxMana( float NewVal )
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FORCEINLINE void InitMaxMana( float NewVal )
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{
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{
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MaxMana.SetBaseValue( NewVal );
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MaxMana.SetBaseValue( NewVal );
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#pragma endregion Setters
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#pragma endregion Setters
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#pragma region AttributeSet
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#pragma region AttributeSet
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void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
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void
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PreAttributeChange( const FGameplayAttribute& Attribute, float& NewValue ) override;
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void PostGameplayEffectExecute( FGameplayEffectModCallbackData const& Data ) override;
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void PostGameplayEffectExecute( FGameplayEffectModCallbackData const& Data ) override;
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#pragma endregion AttributeSet
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#pragma endregion AttributeSet
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#pragma region UObject
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#pragma region UObject
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void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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void
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GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const override;
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#pragma endregion UObject
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#pragma endregion UObject
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};
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};
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@ -10,6 +10,8 @@ AGasaEffectActor::AGasaEffectActor()
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RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
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RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
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Level = 1.f;
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InstantEffectUsage = EInstantEffectUsagePolicy::DoNotApply;
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InstantEffectUsage = EInstantEffectUsagePolicy::DoNotApply;
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DurationEffectUsage = DefaultEffectUsagePolicy;
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DurationEffectUsage = DefaultEffectUsagePolicy;
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InfiniteEffectUsage = DefaultEffectUsagePolicy;
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InfiniteEffectUsage = DefaultEffectUsagePolicy;
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@ -24,7 +26,7 @@ void AGasaEffectActor::ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEf
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Context = AS->MakeEffectContext();
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Context = AS->MakeEffectContext();
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Context.AddSourceObject(Actor);
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Context.AddSourceObject(Actor);
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FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, 1.0f, Context );
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FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( EffectClass, Level, Context );
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FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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if (bRemoveOnEndOverlap)
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if (bRemoveOnEndOverlap)
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ActiveEffectsToRemove.Add(ActiveEffect, AS);
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ActiveEffectsToRemove.Add(ActiveEffect, AS);
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@ -39,16 +41,16 @@ void AGasaEffectActor::OnOverlap(AActor* Actor)
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if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnOverlap)
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if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnOverlap)
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{
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{
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FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, 1.0f, Context );
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FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, Level, Context );
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AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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}
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}
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if (DurationEffectClass)
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if (DurationEffectClass)
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{
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{
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if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::ApplyOnOverlap))
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if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::ApplyOnOverlap))
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{
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{
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FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( DurationEffectClass, 1.0f, Context );
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FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( DurationEffectClass, Level, Context );
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FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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if (Bitfield_IsSet(DurationEffectUsage, (int32)EEffectUsagePolicy::RemoveOnEndOverlap))
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if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
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ActiveDuration = ActiveEffect;
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ActiveDuration = ActiveEffect;
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}
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}
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if (ActiveDuration.IsValid() && Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
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if (ActiveDuration.IsValid() && Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
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@ -59,9 +61,9 @@ void AGasaEffectActor::OnOverlap(AActor* Actor)
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bool bApplyOnOverlap = Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::ApplyOnOverlap);
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bool bApplyOnOverlap = Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::ApplyOnOverlap);
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if (bApplyOnOverlap)
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if (bApplyOnOverlap)
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{
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{
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FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InfiniteEffectClass, 1.0f, Context );
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FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InfiniteEffectClass, Level, Context );
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FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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if (Bitfield_IsSet(InfiniteEffectUsage, (int32)EEffectUsagePolicy::RemoveOnEndOverlap))
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if (Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
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ActiveInfinite = ActiveEffect;
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ActiveInfinite = ActiveEffect;
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}
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}
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if (ActiveInfinite.IsValid() && Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
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if (ActiveInfinite.IsValid() && Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
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@ -81,28 +83,28 @@ void AGasaEffectActor::OnEndOverlap(AActor* Actor)
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if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnEndOverlap)
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if (InstantEffectClass && InstantEffectUsage == EInstantEffectUsagePolicy::ApplyOnEndOverlap)
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{
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{
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FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, 1.0f, Context );
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FGameplayEffectSpecHandle Spec= AS->MakeOutgoingSpec( InstantEffectClass, Level, Context );
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AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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}
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}
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if (DurationEffectClass)
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if (DurationEffectClass)
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{
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{
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if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::ApplyOnEndOverlap))
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if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::ApplyOnEndOverlap))
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{
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{
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FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( DurationEffectClass, 1.0f, Context );
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FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( DurationEffectClass, Level, Context );
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FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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if (Bitfield_IsSet(DurationEffectUsage, (int32)EEffectUsagePolicy::RemoveOnOverlap))
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if (Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
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ActiveDuration = ActiveEffect;
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ActiveDuration = ActiveEffect;
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}
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}
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if (ActiveDuration.IsValid() && Bitfield_IsSet(DurationEffectUsage, (int32)EEffectUsagePolicy::RemoveOnEndOverlap))
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if (ActiveDuration.IsValid() && Bitfield_IsSet(DurationEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
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AS->RemoveActiveGameplayEffect(ActiveDuration);
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AS->RemoveActiveGameplayEffect(ActiveDuration);
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}
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}
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if (InfiniteEffectClass)
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if (InfiniteEffectClass)
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{
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{
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if (Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::ApplyOnEndOverlap))
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if (Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::ApplyOnEndOverlap))
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{
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{
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FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InfiniteEffectClass, 1.0f, Context );
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FGameplayEffectSpecHandle Spec = AS->MakeOutgoingSpec( InfiniteEffectClass, Level, Context );
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FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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FActiveGameplayEffectHandle ActiveEffect = AS->ApplyGameplayEffectSpecToSelf( * Spec.Data );
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if (Bitfield_IsSet(InfiniteEffectUsage, (int32)EEffectUsagePolicy::RemoveOnOverlap))
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if (Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnOverlap))
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ActiveInfinite = ActiveEffect;
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ActiveInfinite = ActiveEffect;
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}
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}
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if (ActiveInfinite.IsValid() && Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
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if (ActiveInfinite.IsValid() && Bitfield_IsSet(InfiniteEffectUsage, EEffectUsagePolicy::RemoveOnEndOverlap))
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@ -35,6 +35,11 @@ class GASA_API AGasaEffectActor : public AGasaActor
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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AGasaEffectActor();
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
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float Level;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay Effects")
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TSubclassOf<UGameplayEffect> InstantEffectClass;
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TSubclassOf<UGameplayEffect> InstantEffectClass;
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FActiveGameplayEffectHandle ActiveDuration;
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FActiveGameplayEffectHandle ActiveDuration;
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FActiveGameplayEffectHandle ActiveInfinite;
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FActiveGameplayEffectHandle ActiveInfinite;
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AGasaEffectActor();
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UFUNCTION(BlueprintCallable, Category = "Gameplay Effects")
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UFUNCTION(BlueprintCallable, Category = "Gameplay Effects")
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void ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEffect> EffectClass, bool bRemoveOnEndOverlap = false);
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void ApplyEffectToActor(AActor* Actor, TSubclassOf<UGameplayEffect> EffectClass, bool bRemoveOnEndOverlap = false);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void OnEndOverlap(AActor* Actor);
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void OnEndOverlap(AActor* Actor);
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};
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};
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