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CK Graduation Project
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Condition_CanActivateAbilityByTag.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"
6#include "GameplayTagContainer.h"
7#include "StateTreeConditionBase.h"
8#include "Condition_CanActivateAbilityByTag.generated.h"
9
10USTRUCT()
12{
13 GENERATED_BODY()
14
15 UPROPERTY(EditAnywhere, Category = "Context")
16 TObjectPtr<AActor> TargetActor = nullptr;
17
18 UPROPERTY(EditAnywhere, Category = "Parameter", meta = (Categories = "Character.Action.Enemy"))
19 FGameplayTag AbilityTag = FGameplayTag::EmptyTag;
20
21 UPROPERTY(EditAnywhere, Category = "Parameter")
22 uint8 bInvert : 1 = false;
23};
24
25USTRUCT(BlueprintType, meta = (DisplayName = "Can Activate Ability By Tag", Category = "AI Condition"))
26struct CK_UE_API FCondition_CanActivateAbilityByTag : public FStateTreeConditionCommonBase
27{
28 GENERATED_BODY()
29
32 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
33
34 virtual bool TestCondition(FStateTreeExecutionContext& Context) const override;
35};
Definition Condition_CanActivateAbilityByTag.h:12
Definition Condition_CanActivateAbilityByTag.h:27