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CK Graduation Project
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Task_ActivateAbility.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "GameplayTagContainer.h"
7#include "StateTreeTaskBase.h"
8#include "Task_ActivateAbility.generated.h"
9
10
11USTRUCT()
13{
14 GENERATED_BODY()
15
16 UPROPERTY(EditAnywhere, Category = "Context")
17 TObjectPtr<AActor> Actor = nullptr;
18
19 UPROPERTY(EditAnywhere, Category = "Context")
20 FGameplayTag AbilityTagToActive;
21};
22
23
24USTRUCT(BlueprintType, meta = (DisplayName = "Activate GAS"), Category = "GAS")
25struct CK_UE_API FTask_ActivateAbility : public FStateTreeTaskCommonBase
26{
27 GENERATED_BODY()
28
30
32 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
33 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
34};
Definition Task_ActivateAbility.h:13
Definition Task_ActivateAbility.h:26