Payback 0.0.1
CK Graduation Project
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CombatHitPayload.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CK_UE.h"
7#include "GameplayEffectTypes.h"
8
9class AActor;
10class UAbilitySystemComponent;
11
12
14struct CK_UE_API FCombatHitPayload
15{
16 TWeakObjectPtr<UAbilitySystemComponent> SourceAbilitySystemComponent;
17 TWeakObjectPtr<AActor> SourceActor;
18 TArray<FGameplayEffectSpecHandle> EffectSpecs;
20 bool bCauseKnockback = false;
21
27 bool IsValid() const
28 {
29 if (bCauseKnockback)
30 {
31 return true;
32 }
33
34 for (const FGameplayEffectSpecHandle& EffectSpec : EffectSpecs)
35 {
36 if (EffectSpec.IsValid())
37 {
38 return true;
39 }
40 }
41
42 return false;
43 }
44
45 void Reset()
46 {
47 SourceAbilitySystemComponent.Reset();
48 SourceActor.Reset();
49 EffectSpecs.Reset();
50 KnockbackData = FKnockbackData();
51 bCauseKnockback = false;
52 }
53};
Definition CombatHitPayload.h:15
bool IsValid() const
Definition CombatHitPayload.h:27
TArray< FGameplayEffectSpecHandle > EffectSpecs
Definition CombatHitPayload.h:18
void Reset()
Definition CombatHitPayload.h:45
FKnockbackData KnockbackData
Definition CombatHitPayload.h:19
TWeakObjectPtr< UAbilitySystemComponent > SourceAbilitySystemComponent
Definition CombatHitPayload.h:16
TWeakObjectPtr< AActor > SourceActor
Definition CombatHitPayload.h:17
Definition KnockbackData.h:11