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Payback 0.0.1
CK Graduation Project
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#include "CK_GameplayTags.h"
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") | |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_AUDIO_SFX_COMBAT_HIT | , |
| "Audio.SFX.Common.Combat.Hit" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_BUNDLE_INITIAL | , |
| "Bundle.Level.Initial" | |||
| ) |
| 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_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_STATE_COMBAT_ATTACKIDLE | , |
| "Character.State.Combat.AttackIdle" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_COMBAT_ATTACKING | , |
| "Character.State.Combat.Attacking" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_COMBAT_COMBO | , |
| "Character.State.Combat.Combo" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_COMBAT_ISCHARGING | , |
| "Character.State.Combat.IsCharging" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_COMBAT_SKILL | , |
| "Character.State.Combat.Skill" | |||
| ) |
| 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_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_ISBLOCKINPUT | , |
| "Character.State.IsBlockInput" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISBLOCKMOVEMENT | , |
| "Character.State.IsBlockMovement" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISDASHING | , |
| "Character.State.IsDashing" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISDEAD | , |
| "Character.State.IsDead" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISGROGGY | , |
| "Character.State.IsGroggy" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISGROGGY_END | , |
| "Character.State.IsGroggy.End" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISGROGGY_START | , |
| "Character.State.IsGroggy.Start" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISHITSTUN | , |
| "Character.State.IsHitStun" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISINVINCIBLE | , |
| "Character.State.IsInvincible" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISKNOCKEDDOWN | , |
| "Character.State.IsKnockedDown" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISSTUN | , |
| "Character.State.IsStun" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISSTUN_END | , |
| "Character.State.IsStun.End" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISSTUN_START | , |
| "Character.State.IsStun.Start" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CHARACTER_STATE_ISSUPERARMOR | , |
| "Character.State.IsSuperArmor" | |||
| ) |
| 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_COOLDOWN_BOSS_PATTERN1 | , |
| "Cooldown.Boss.Pattern1" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_COOLDOWN_BOSS_PATTERN2 | , |
| "Cooldown.Boss.Pattern2" | |||
| ) |
| 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_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_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_CUE_COMBAT_HIT_CRITICAL | , |
| "GameplayCue.Combat.HitEffect.Critical" | |||
| ) |
| 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_SKILL_E | , |
| "GameplayCue.Combat.Skill.E" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CUE_DAMAGE | , |
| "GameplayCue.Damage" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_CUE_DASH | , |
| "GameplayCue.Dash" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_DAMAGE_TYPE | , |
| "Damage.Type" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_DATA_BUFF_STAFF | , |
| "Data.Buff.Staff" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_DATA_BUFF_SWORD | , |
| "Data.Buff.Sword" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_DATA_COOLDOWN | , |
| "Data.Cooldown" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_DATA_COST | , |
| "Data.Cost" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_DATA_DAMAGE_MUL | , |
| "Data.DamageMultiplier" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_DATA_HITSTUN_DURATION | , |
| "Data.HitStun.Duration" | |||
| ) |
| 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_COOLDOWN_MULTIPLIER | , |
| "Data.Stat.CooldownMul" | |||
| ) |
| 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_MOVE_SPEED | , |
| "Data.Stat.MoveSpeed" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_DATA_STIGMA_VALUE | , |
| "Data.Stigma.Value" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_EVENT_COMBAT_HITCHECK_END | , |
| "Event.Combat.HitCheck.End" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_EVENT_COMBAT_HITCHECK_START | , |
| "Event.Combat.HitCheck.Start" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_EVENT_ENEMY_RAT01_DASHATTACK_READY | , |
| "Event.Enemy.Rat01.DashAttack.Ready" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_EVENT_INPUT_MOVE | , |
| "Event.Input.Move" | |||
| ) |
| 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_PLAYER_KNOCKDOWN | , |
| "Event.Player.Knockdown" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_EVENT_PLAYER_KNOCKDOWN_LOOPSTART | , |
| "Event.Player.Knockdown.LoopStart" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_EVENT_PROJECTILE_LAUNCH | , |
| "Event.Projectile.Launch" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_EVENT_PROJECTILE_SHOW | , |
| "Event.Projectile.Show" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_EVENT_PROJECTILE_SPAWN | , |
| "Event.Projectile.Spawn" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_INPUT_ATTACK | , |
| "Input.Attack" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_INPUT_DASH | , |
| "Input.Dash" | |||
| ) |
| 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_STATETREE_EVENT_BOSS_SECTIONPATTERN_ENDSTART | , |
| "StateTree.Event.Boss.SectionPattern.EndStart" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_STATETREE_EVENT_ENDABILITY | , |
| "StateTree.Event.AbilityEnd" | |||
| ) |
| 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_OVERLAY | , |
| "UI.Layer.Overlay" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_UI_LAYER_POPUP | , |
| "UI.Layer.Popup" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_WEAPON_STAFF | , |
| "Weapon.Staff" | |||
| ) |
| UE_DEFINE_GAMEPLAY_TAG | ( | TAG_WEAPON_SWORD | , |
| "Weapon.Sword" | |||
| ) |