Payback 0.0.1
CK Graduation Project
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Task_ApplyGE.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 "ActiveGameplayEffectHandle.h"
8#include "GameplayEffect.h"
9#include "StateTreeTaskBase.h"
10#include "Task_ApplyGE.generated.h"
11
12USTRUCT(BlueprintType)
14{
15 GENERATED_BODY()
16
17 UPROPERTY(EditAnywhere, Category = "Context")
18 TObjectPtr<AActor> TargetActor = nullptr;
19
20 UPROPERTY(EditAnywhere, Category = "Parameter")
21 TSubclassOf<UGameplayEffect> GameplayEffectClass = nullptr;
22
23 UPROPERTY(EditAnywhere, Category = "Parameter", meta = (EditCondition = "GameplayEffectClass != nullptr", Categories = "Data.Stat"))
24 FGameplayTag SetByCallerTag = FGameplayTag::EmptyTag;
25
26 UPROPERTY(EditAnywhere, Category = "Parameter", meta = (EditCondition = "GameplayEffectClass != nullptr"))
27 float ModifierValue = 0.0f;
28
29 UPROPERTY(Transient)
30 FActiveGameplayEffectHandle ActiveHandle;
31};
32
33USTRUCT(BlueprintType, meta = (DisplayName = "Apply GE", Category = "GAS"))
34struct CK_UE_API FTask_ApplyGE : public FStateTreeTaskCommonBase
35{
36 GENERATED_BODY()
37
38 FTask_ApplyGE() = default;
39
41 virtual const UStruct* GetInstanceDataType() const override { return FInstanceDataType::StaticStruct(); }
42
43 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
44 virtual void ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
45};
Definition Task_ApplyGE.h:14
Definition Task_ApplyGE.h:35