26 virtual void PostInitializeComponents()
override;
27 virtual void BeginPlay()
override;
30 virtual void OnSpawnFromPool_Implementation()
override;
31 virtual void OnReturnToPool_Implementation()
override;
35 virtual void OnDeath();
38 void OnDamageTaken(AActor* TargetActor,
float DamageAmount,
bool bIsCritical);
40 virtual void InitializeAttributes()
override;
45 void OnStunTagChanged(const FGameplayTag CallbackTag, int32 NewCount) const;
48 virtual
void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
49 virtual
void GiveDefaultAbilities();
55 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Data")
58 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "UI")
62 float DeadEventDelayTime = 5.0f;
67 FDelegateHandle StunTagDelegateHandle;