18 virtual void ActivateAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TriggerEventData)
override;
19 virtual void ApplyCooldown(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo)
const override;
22 virtual void ApplyCombatData()
override;
23 virtual bool CheckCost(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo, FGameplayTagContainer* OptionalRelevantTags)
const override;
24 virtual void ApplyCost(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo)
const override;
27 float GetSkillMontageSectionLength(
const UAnimMontage* Montage, FName SectionName,
bool bApplyPlayRate =
false,
float PlayRate = 1.0f)
const;
29 void SetAvatarPawnCollisionResponse(ECollisionResponse Response)
const;
30 float GetPlayerCurrentWeaponAttackRange()
const;
31 void SetAvatarMeshHidden(
bool bHidden)
const;
32 void ResetSkillMontagePlayRate()
const;
34 AActor* GetTargetActor()
const;
35 UAnimMontage* GetSkillMontage(FGameplayTag PlayMontageTag = FGameplayTag::EmptyTag)
const;
36 bool ContainsAllMontageSections(
const UAnimMontage* Montage, TArray<FName> SectionNames)
const;
40 const T* GetExtendedData()
const;
43 bool HasExtendedData()
const;
48 return &TempCooldownTags;
53 FGameplayTag CooldownTag;
59 float CooldownDuration;
63 FGameplayTagContainer TempCooldownTags;
Definition MainPlayerCharacter.h:39