20 virtual void ActivateAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TriggerEventData)
override;
21 virtual bool CanActivateAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayTagContainer* SourceTags =
nullptr,
const FGameplayTagContainer* TargetTags =
nullptr, OUT FGameplayTagContainer* OptionalRelevantTags =
nullptr)
const override;
24 virtual void ApplyCombatData()
override;
27 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category =
"SkillData")
28 TArray<TObjectPtr<UAnimMontage>> ComboActionMontages;
30 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SkillData")
31 TSubclassOf<UGameplayEffect> ComboWindowEffectClass;