19 UPROPERTY(BlueprintReadOnly, Category =
"Buff")
20 FName Buff_ID = NAME_None;
23 UPROPERTY(BlueprintReadOnly, Category = "Buff")
24 float Interval = 0.0f;
28 UPROPERTY(BlueprintReadOnly, Category = "Buff", meta = (Categories = "Character.State.Combat.Skill"))
29 FGameplayTag TargetSkillTag;
32 UPROPERTY(BlueprintReadOnly, Category = "Buff")
33 TSoftClassPtr<UGameplayEffect> EffectClass;
36 FORCEINLINE
bool IsValid()
const
38 return Buff_ID.IsNone() ==
false && EffectClass.IsNull() ==
false;