24 virtual void EndAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
bool bReplicateEndAbility,
bool bWasCancelled)
override;
27 virtual void ApplyCombatData()
override;
28 virtual bool PrepareAttack()
override;
29 virtual bool ShouldSetupHitCheck()
const override;
32 void OnDashReady(FGameplayEventData Payload);
34 void OnDashAimingFinished();
35 void OnDashAimingFailed();
38 void OnWarningFinished();
40 void OnDashTargetHit(
const FHitResult& HitResult);
42 void OnDashFinished();
45 void UpdateDashPathPreview();
48 void StartDashMove(
const FVector& DashDirection);
49 void ApplyDashHit(
const FHitResult& HitResult);
50 TOptional<FPatternLineWarningDecalSettings> ResolveDashWarningDecalSettings(
const ACharacter& AvatarCharacter)
const;
57 TObjectPtr<UPatternWarningDecalComponent> WarningDecalComponent;
60 TObjectPtr<UAbilityTask_WaitGameplayEvent> ReadyEventTask;
66 TObjectPtr<UAbilityTask_WaitDelay> WarningDelayTask;
72 TObjectPtr<UBoxComponent> DashHitBoxComponent;