20 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
"Combat")
21 TEnumAsByte<ECollisionChannel> TraceChannel;
23 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat")
26 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat")
27 TArray<TSubclassOf<UGameplayEffect>> TargetEffectClasses;
30 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|Knockback")
31 uint8 bApplyKnockback : 1 = false;
33 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|Knockback", meta = (EditCondition = "bApplyKnockback", ClampMin = "0.0"))
34 float KnockbackStrength = 700.0f;
36 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|Knockback", meta = (EditCondition = "bApplyKnockback", ClampMin = "0.0", ClampMax = "1.0"))
37 float KnockbackZComponent = 0.2f;
40 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|HitStop")
41 uint8 bApplyHitStop : 1 = false;
43 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|HitStop", meta = (EditCondition = "bApplyHitStop", ClampMin = "0.01", ClampMax = "1.0"))
44 float HitStopDuration = 0.05f;
46 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|HitStop", meta = (EditCondition = "bApplyHitStop", ClampMin = "0.01", ClampMax = "1.0"))
47 float HitStopTimeDilation = 0.1f;
50 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|HitCheck", meta = (Categories = "Character.HitCheck"))
51 FGameplayTag HitCheckStartTag;
53 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Combat|HitCheck", meta = (Categories = "Character.HitCheck"))
54 FGameplayTag HitCheckEndTag;