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CK Graduation Project
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Task_ActivateAbility.h
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "StateTreeTaskBase.h"
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#include "Task_ActivateAbility.generated.h"
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USTRUCT()
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struct
FActivateAbilityInstanceData
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, Category =
"Context"
)
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TObjectPtr<AActor> Actor =
nullptr
;
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UPROPERTY(EditAnywhere, Category = "Context")
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FGameplayTag AbilityTagToActive;
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};
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USTRUCT(BlueprintType, meta = (DisplayName = "Activate GAS"), Category = "GAS")
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struct CK_UE_API
FTask_ActivateAbility
: public FStateTreeTaskCommonBase
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{
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GENERATED_BODY()
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FTask_ActivateAbility
() = default;
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using
FInstanceDataType
=
FActivateAbilityInstanceData
;
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virtual const UStruct* GetInstanceDataType()
const override
{
return
FInstanceDataType::StaticStruct(); }
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virtual
EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context,
const
FStateTreeTransitionResult& Transition)
const override
;
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};
FActivateAbilityInstanceData
Definition
Task_ActivateAbility.h:13
FTask_ActivateAbility
Definition
Task_ActivateAbility.h:26
Source
CK_UE
Character
Enemy
ST
Task
Task_ActivateAbility.h
다음에 의해 생성됨 :
1.9.8