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

함수

 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_ISINVINCIBLE, "Character.State.IsInvincible")
 
 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_COMBOWINDOW, "Character.State.Combat.ComboWindow")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CUE_DAMAGE, "GameplayCue.Damage")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_CUE_COMBAT_HIT, "GameplayCue.Combat.Hit")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_COST, "Data.Cost")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_DATA_COOLDOWN, "Data.Cooldown")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_BUNDLE_LEVEL, "Bundle.Level.StreamingData")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_BUNDLE_LEVEL_TEST, "Bundle.Level.Test")
 
 UE_DEFINE_GAMEPLAY_TAG (TAG_STATETREE_EVENT_ENDABILITY, "StateTree.Event.AbilityEnd")
 

함수 문서화

◆ UE_DEFINE_GAMEPLAY_TAG() [1/17]

UE_DEFINE_GAMEPLAY_TAG ( TAG_BUNDLE_LEVEL  ,
"Bundle.Level.StreamingData"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [2/17]

UE_DEFINE_GAMEPLAY_TAG ( TAG_BUNDLE_LEVEL_TEST  ,
"Bundle.Level.Test"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [3/17]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CHARACTER_STATE_COMBAT_COMBOWINDOW  ,
"Character.State.Combat.ComboWindow"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [4/17]

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

◆ UE_DEFINE_GAMEPLAY_TAG() [5/17]

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

◆ UE_DEFINE_GAMEPLAY_TAG() [6/17]

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

◆ UE_DEFINE_GAMEPLAY_TAG() [7/17]

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

◆ UE_DEFINE_GAMEPLAY_TAG() [8/17]

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

◆ UE_DEFINE_GAMEPLAY_TAG() [9/17]

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

◆ UE_DEFINE_GAMEPLAY_TAG() [10/17]

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

◆ UE_DEFINE_GAMEPLAY_TAG() [11/17]

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

◆ UE_DEFINE_GAMEPLAY_TAG() [12/17]

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

◆ UE_DEFINE_GAMEPLAY_TAG() [13/17]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CUE_COMBAT_HIT  ,
"GameplayCue.Combat.Hit"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [14/17]

UE_DEFINE_GAMEPLAY_TAG ( TAG_CUE_DAMAGE  ,
"GameplayCue.Damage"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [15/17]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_COOLDOWN  ,
"Data.Cooldown"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [16/17]

UE_DEFINE_GAMEPLAY_TAG ( TAG_DATA_COST  ,
"Data.Cost"   
)

◆ UE_DEFINE_GAMEPLAY_TAG() [17/17]

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