Payback 0.0.1
CK Graduation Project
로딩중...
검색중...
일치하는것 없음
CK_GameplayTags.cpp 파일 참조
#include "CK_GameplayTags.h"
CK_GameplayTags.cpp에 대한 include 의존 그래프

함수

 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_ACTION_ENEMY_BASICATTACK, "Character.Action.Enemy.BasicAttack")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_ACTION_ENEMY_SPECIALATTACK, "Character.Action.Enemy.SpecialAttack")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_ACTION_ENEMY_SPECIALATTACK_DASH, "Character.Action.Enemy.SpecialAttack.Dash")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_ACTION_BOSS_BASICATTACK, "Character.Action.Boss.BasicAttack")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_ACTION_BOSS_PATTERN1, "Character.Action.Boss.Pattern1")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_ACTION_BOSS_PATTERN2, "Character.Action.Boss.Pattern2")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISDEAD, "Character.State.IsDead")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISSTUN, "Character.State.IsStun")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISSTUN_START, "Character.State.IsStun.Start")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISSTUN_END, "Character.State.IsStun.End")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISDASHING, "Character.State.IsDashing")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISBLOCKMOVEMENT, "Character.State.IsBlockMovement")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISBLOCKINPUT, "Character.State.IsBlockInput")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISINVINCIBLE, "Character.State.IsInvincible")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISSUPERARMOR, "Character.State.IsSuperArmor")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISGROGGY, "Character.State.IsGroggy")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISGROGGY_START, "Character.State.IsGroggy.Start")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISGROGGY_END, "Character.State.IsGroggy.End")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISHITSTUN, "Character.State.IsHitStun")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_ISKNOCKEDDOWN, "Character.State.IsKnockedDown")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_ATTACKIDLE, "Character.State.Combat.AttackIdle")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_COMBO, "Character.State.Combat.Combo")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_SKILL, "Character.State.Combat.Skill")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_SKILL_Q, "Character.State.Combat.Skill.Q")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_SKILL_RMB, "Character.State.Combat.Skill.RMB")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_SKILL_STRIKE, "Character.State.Combat.Skill.Strike")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_SKILL_WEAPONREQ, "Character.State.Combat.Skill.WeaponRequest")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_SKILL_PULLENEMIES, "Character.State.Combat.Skill.PullEnemies")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_SKILL_PULLENEMIES_FINISHED, "Character.State.Combat.Skill.Finished")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_ATTACKING, "Character.State.Combat.Attacking")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CHARACTER_STATE_COMBAT_ISCHARGING, "Character.State.Combat.IsCharging")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CUE_DAMAGE, "GameplayCue.Damage")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CUE_DASH, "GameplayCue.Dash")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CUE_COMBAT_HITEFFECT, "GameplayCue.Combat.HitEffect")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CUE_COMBAT_HITEFFECT_COLOR, "GameplayCue.Combat.HitEffect.Color")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CUE_COMBAT_HIT_CRITICAL, "GameplayCue.Combat.HitEffect.Critical")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CUE_COMBAT_SKILL_E, "GameplayCue.Combat.Skill.E")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CUE_CHARGE_AURA, "GameplayCue.Charge.Aura")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CUE_CHARGE_BEGIN_BLINK, "GameplayCue.Strike.BeginBlink")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CUE_CHARGE_END_BLINK, "GameplayCue.Strike.EndBlink")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DAMAGE_TYPE, "Damage.Type")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_AUDIO_SFX_COMBAT_HIT, "Audio.SFX.Common.Combat.Hit")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_COOLDOWN_ENEMY_BASICATTACK, "Cooldown.Enemy.BasicAttack")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_COOLDOWN_ENEMY_SPECIALATTACK, "Cooldown.Enemy.SpecialAttack")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_COOLDOWN_BOSS_PATTERN1, "Cooldown.Boss.Pattern1")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_COOLDOWN_BOSS_PATTERN2, "Cooldown.Boss.Pattern2")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_COOLDOWN_SKILL_DASH, "Cooldown.Skill.Dash")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_COOLDOWN_SKILL_STRIKE, "Cooldown.Skill.Strike")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_COOLDOWN_SKILL_WEAPON, "Cooldown.Skill.Weapon")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_COOLDOWN_SKILL_WEAPON_REQUEST, "Cooldown.Skill.WeaponRequest")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_COST, "Data.Cost")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_COOLDOWN, "Data.Cooldown")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_HITSTUN_DURATION, "Data.HitStun.Duration")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_STIGMA_VALUE, "Data.Stigma.Value")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_DAMAGE_MUL, "Data.DamageMultiplier")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_STAT_MOVE_SPEED, "Data.Stat.MoveSpeed")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_STAT_ATTACK, "Data.Stat.Attack")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_STAT_ATTACK_SPEED, "Data.Stat.AttackSpeed")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_STAT_CRITICAL, "Data.Stat.Critical")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_STAT_CRITICAL_DMG, "Data.Stat.CriticalDmg")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_STAT_COOLDOWN_MULTIPLIER, "Data.Stat.CooldownMul")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_BUFF_SWORD, "Data.Buff.Sword")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_BUFF_STAFF, "Data.Buff.Staff")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_BUNDLE_INITIAL, "Bundle.Level.Initial")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_UI_LAYER_HUD, "UI.Layer.HUD")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_UI_LAYER_MENU, "UI.Layer.Menu")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_UI_LAYER_POPUP, "UI.Layer.Popup")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_UI_LAYER_OVERLAY, "UI.Layer.Overlay")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_EVENT_INPUT_MOVE, "Event.Input.Move")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_EVENT_COMBAT_HITCHECK_START, "Event.Combat.HitCheck.Start")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_EVENT_COMBAT_HITCHECK_END, "Event.Combat.HitCheck.End")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_EVENT_PLAYER_KNOCKDOWN, "Event.Player.Knockdown")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_EVENT_PLAYER_KNOCKDOWN_LOOPSTART, "Event.Player.Knockdown.LoopStart")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_EVENT_PLAYER_COMBAT_CANCELABLE, "Event.Player.Combat.Cancelable")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_EVENT_PLAYER_COMBAT_COMBOWINDOW_BEGIN, "Event.Player.Combat.ComboWindow.Begin")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_EVENT_PLAYER_COMBAT_COMBOWINDOW_END, "Event.Player.Combat.ComboWindow.End")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_EVENT_ENEMY_RAT01_DASHATTACK_READY, "Event.Enemy.Rat01.DashAttack.Ready")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_INPUT_DASH, "Input.Dash")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_INPUT_ATTACK, "Input.Attack")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_INPUT_SKILL_STRIKE, "Input.Skill.Strike")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_INPUT_SKILL_WEAPON, "Input.Skill.Weapon")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_INPUT_SKILL_WEAPONREQUEST, "Input.Skill.WeaponRequest")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CONSTELLATION_FACTION, "Constellation.Faction")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CONSTELLATION_FACTION_SEWER, "Constellation.Faction.Sewer")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_WEAPON_SWORD, "Weapon.Sword")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_WEAPON_STAFF, "Weapon.Staff")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_STATETREE_EVENT_ENDABILITY, "StateTree.Event.AbilityEnd")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_STATETREE_EVENT_BOSS_SECTIONPATTERN_ENDSTART, "StateTree.Event.Boss.SectionPattern.EndStart")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_EVENT_PROJECTILE_SPAWN, "Event.Projectile.Spawn")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_EVENT_PROJECTILE_SHOW, "Event.Projectile.Show")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_EVENT_PROJECTILE_LAUNCH, "Event.Projectile.Launch")
 

함수 문서화

◆ UE_DEFINE_GAMEPLAY_TAG() [1/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_AUDIO_SFX_COMBAT_HIT  ,
"Audio.SFX.Common.Combat.Hit"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [2/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_BUNDLE_INITIAL  ,
"Bundle.Level.Initial"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [3/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_ACTION_BOSS_BASICATTACK  ,
"Character.Action.Boss.BasicAttack"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [4/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_ACTION_BOSS_PATTERN1  ,
"Character.Action.Boss.Pattern1"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [5/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_ACTION_BOSS_PATTERN2  ,
"Character.Action.Boss.Pattern2"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [6/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_ACTION_ENEMY_BASICATTACK  ,
"Character.Action.Enemy.BasicAttack"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [7/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_ACTION_ENEMY_SPECIALATTACK  ,
"Character.Action.Enemy.SpecialAttack"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [8/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_ACTION_ENEMY_SPECIALATTACK_DASH  ,
"Character.Action.Enemy.SpecialAttack.Dash"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [9/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_COMBAT_ATTACKIDLE  ,
"Character.State.Combat.AttackIdle"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [10/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_COMBAT_ATTACKING  ,
"Character.State.Combat.Attacking"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [11/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_COMBAT_COMBO  ,
"Character.State.Combat.Combo"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [12/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_COMBAT_ISCHARGING  ,
"Character.State.Combat.IsCharging"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [13/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_COMBAT_SKILL  ,
"Character.State.Combat.Skill"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [14/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_COMBAT_SKILL_PULLENEMIES  ,
"Character.State.Combat.Skill.PullEnemies"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [15/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_COMBAT_SKILL_PULLENEMIES_FINISHED  ,
"Character.State.Combat.Skill.Finished"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [16/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_COMBAT_SKILL_Q  ,
"Character.State.Combat.Skill.Q"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [17/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_COMBAT_SKILL_RMB  ,
"Character.State.Combat.Skill.RMB"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [18/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_COMBAT_SKILL_STRIKE  ,
"Character.State.Combat.Skill.Strike"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [19/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_COMBAT_SKILL_WEAPONREQ  ,
"Character.State.Combat.Skill.WeaponRequest"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [20/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISBLOCKINPUT  ,
"Character.State.IsBlockInput"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [21/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISBLOCKMOVEMENT  ,
"Character.State.IsBlockMovement"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [22/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISDASHING  ,
"Character.State.IsDashing"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [23/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISDEAD  ,
"Character.State.IsDead"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [24/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISGROGGY  ,
"Character.State.IsGroggy"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [25/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISGROGGY_END  ,
"Character.State.IsGroggy.End"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [26/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISGROGGY_START  ,
"Character.State.IsGroggy.Start"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [27/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISHITSTUN  ,
"Character.State.IsHitStun"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [28/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISINVINCIBLE  ,
"Character.State.IsInvincible"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [29/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISKNOCKEDDOWN  ,
"Character.State.IsKnockedDown"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [30/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISSTUN  ,
"Character.State.IsStun"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [31/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISSTUN_END  ,
"Character.State.IsStun.End"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [32/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISSTUN_START  ,
"Character.State.IsStun.Start"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [33/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_ISSUPERARMOR  ,
"Character.State.IsSuperArmor"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [34/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CONSTELLATION_FACTION  ,
"Constellation.Faction"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [35/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CONSTELLATION_FACTION_SEWER  ,
"Constellation.Faction.Sewer"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [36/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_COOLDOWN_BOSS_PATTERN1  ,
"Cooldown.Boss.Pattern1"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [37/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_COOLDOWN_BOSS_PATTERN2  ,
"Cooldown.Boss.Pattern2"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [38/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_COOLDOWN_ENEMY_BASICATTACK  ,
"Cooldown.Enemy.BasicAttack"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [39/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_COOLDOWN_ENEMY_SPECIALATTACK  ,
"Cooldown.Enemy.SpecialAttack"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [40/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_COOLDOWN_SKILL_DASH  ,
"Cooldown.Skill.Dash"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [41/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_COOLDOWN_SKILL_STRIKE  ,
"Cooldown.Skill.Strike"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [42/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_COOLDOWN_SKILL_WEAPON  ,
"Cooldown.Skill.Weapon"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [43/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_COOLDOWN_SKILL_WEAPON_REQUEST  ,
"Cooldown.Skill.WeaponRequest"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [44/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CUE_CHARGE_AURA  ,
"GameplayCue.Charge.Aura"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [45/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CUE_CHARGE_BEGIN_BLINK  ,
"GameplayCue.Strike.BeginBlink"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [46/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CUE_CHARGE_END_BLINK  ,
"GameplayCue.Strike.EndBlink"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [47/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CUE_COMBAT_HIT_CRITICAL  ,
"GameplayCue.Combat.HitEffect.Critical"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [48/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CUE_COMBAT_HITEFFECT  ,
"GameplayCue.Combat.HitEffect"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [49/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CUE_COMBAT_HITEFFECT_COLOR  ,
"GameplayCue.Combat.HitEffect.Color"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [50/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CUE_COMBAT_SKILL_E  ,
"GameplayCue.Combat.Skill.E"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [51/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CUE_DAMAGE  ,
"GameplayCue.Damage"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [52/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CUE_DASH  ,
"GameplayCue.Dash"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [53/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DAMAGE_TYPE  ,
"Damage.Type"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [54/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_BUFF_STAFF  ,
"Data.Buff.Staff"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [55/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_BUFF_SWORD  ,
"Data.Buff.Sword"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [56/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_COOLDOWN  ,
"Data.Cooldown"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [57/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_COST  ,
"Data.Cost"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [58/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_DAMAGE_MUL  ,
"Data.DamageMultiplier"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [59/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_HITSTUN_DURATION  ,
"Data.HitStun.Duration"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [60/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_STAT_ATTACK  ,
"Data.Stat.Attack"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [61/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_STAT_ATTACK_SPEED  ,
"Data.Stat.AttackSpeed"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [62/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_STAT_COOLDOWN_MULTIPLIER  ,
"Data.Stat.CooldownMul"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [63/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_STAT_CRITICAL  ,
"Data.Stat.Critical"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [64/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_STAT_CRITICAL_DMG  ,
"Data.Stat.CriticalDmg"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [65/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_STAT_MOVE_SPEED  ,
"Data.Stat.MoveSpeed"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [66/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_STIGMA_VALUE  ,
"Data.Stigma.Value"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [67/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_EVENT_COMBAT_HITCHECK_END  ,
"Event.Combat.HitCheck.End"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [68/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_EVENT_COMBAT_HITCHECK_START  ,
"Event.Combat.HitCheck.Start"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [69/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_EVENT_ENEMY_RAT01_DASHATTACK_READY  ,
"Event.Enemy.Rat01.DashAttack.Ready"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [70/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_EVENT_INPUT_MOVE  ,
"Event.Input.Move"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [71/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_EVENT_PLAYER_COMBAT_CANCELABLE  ,
"Event.Player.Combat.Cancelable"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [72/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_EVENT_PLAYER_COMBAT_COMBOWINDOW_BEGIN  ,
"Event.Player.Combat.ComboWindow.Begin"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [73/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_EVENT_PLAYER_COMBAT_COMBOWINDOW_END  ,
"Event.Player.Combat.ComboWindow.End"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [74/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_EVENT_PLAYER_KNOCKDOWN  ,
"Event.Player.Knockdown"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [75/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_EVENT_PLAYER_KNOCKDOWN_LOOPSTART  ,
"Event.Player.Knockdown.LoopStart"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [76/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_EVENT_PROJECTILE_LAUNCH  ,
"Event.Projectile.Launch"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [77/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_EVENT_PROJECTILE_SHOW  ,
"Event.Projectile.Show"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [78/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_EVENT_PROJECTILE_SPAWN  ,
"Event.Projectile.Spawn"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [79/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_INPUT_ATTACK  ,
"Input.Attack"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [80/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_INPUT_DASH  ,
"Input.Dash"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [81/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_INPUT_SKILL_STRIKE  ,
"Input.Skill.Strike"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [82/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_INPUT_SKILL_WEAPON  ,
"Input.Skill.Weapon"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [83/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_INPUT_SKILL_WEAPONREQUEST  ,
"Input.Skill.WeaponRequest"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [84/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_STATETREE_EVENT_BOSS_SECTIONPATTERN_ENDSTART  ,
"StateTree.Event.Boss.SectionPattern.EndStart"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [85/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_STATETREE_EVENT_ENDABILITY  ,
"StateTree.Event.AbilityEnd"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [86/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_UI_LAYER_HUD  ,
"UI.Layer.HUD"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [87/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_UI_LAYER_MENU  ,
"UI.Layer.Menu"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [88/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_UI_LAYER_OVERLAY  ,
"UI.Layer.Overlay"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [89/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_UI_LAYER_POPUP  ,
"UI.Layer.Popup"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [90/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_WEAPON_STAFF  ,
"Weapon.Staff"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [91/91]

UE_DEFINE_GAMEPLAY_TAG ( TAG_WEAPON_SWORD  ,
"Weapon.Sword"   
)