28 virtual void EndPlay(
const EEndPlayReason::Type EndPlayReason)
override;
31 virtual void ForceReturnToPool(
bool bIsSpawnedEnemy =
false)
override;
36 return AICombatRadius;
41 return AICombatExitRadius;
46 virtual void InitializeAttributes()
override;
47 virtual void BindCharacterDelegates()
override;
48 virtual void UnbindCharacterDelegates()
override;
52 virtual void OnReturnToPool_Implementation()
override;
55 virtual void OnDeath()
override;
58 virtual UAnimMontage* GetHitReactMontage()
const override;
59 virtual void RotateHitSource(
const FVector& HitFromLocation)
override;
60 virtual void OnHitReactMontageEnded(UAnimMontage* Montage,
bool bInterrupted)
override;
63 void OnHitStunTagChanged(
const FGameplayTag CallbackTag, int32 NewCount)
const;
66 void OnAnyGameplayEffectApplied(UAbilitySystemComponent* InASC,
const FGameplayEffectSpec& Spec, FActiveGameplayEffectHandle Handle);
67 void TrySendStunEnd()
const;
73 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category =
"UI")
76 float AICombatRadius = 0.0f;
77 float AICombatExitRadius = 0.0f;
80 FDelegateHandle HitStunTagDelegateHandle;
81 FDelegateHandle GEAppliedDelegateHandle;