16 virtual void ActivateAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TriggerEventData)
override;
19 virtual const FGameplayTagContainer* GetCooldownTags()
const override;
20 virtual void ApplyCooldown(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo)
const override;
23 virtual void ApplyCombatData()
override;
26 void OnCompleteCallback();
29 void OnInterruptedCallback();
31 virtual bool CheckCost(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo, FGameplayTagContainer* OptionalRelevantTags)
const override;
32 virtual void ApplyCost(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo)
const override;
35 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category =
"SkillData")
36 FGameplayTag CooldownTag;
38 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SkillData")
41 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SkillData")
42 float CooldownDuration;
46 TObjectPtr<UAnimMontage> SkillActionMontage;
49 mutable FGameplayTagContainer TempCooldownTags;