17 UPROPERTY(EditAnywhere, Category =
"Context")
18 TObjectPtr<AActor> TargetActor =
nullptr;
20 UPROPERTY(EditAnywhere, Category = "Parameter")
21 TSubclassOf<UGameplayEffect> GameplayEffectClass =
nullptr;
23 UPROPERTY(EditAnywhere, Category = "Parameter", meta = (EditCondition = "GameplayEffectClass !=
nullptr", Categories = "Data.Stat"))
24 FGameplayTag SetByCallerTag = FGameplayTag::EmptyTag;
26 UPROPERTY(EditAnywhere, Category = "Parameter", meta = (EditCondition = "GameplayEffectClass !=
nullptr"))
27 float ModifierValue = 0.0f;
30 FActiveGameplayEffectHandle ActiveHandle;
41 virtual const UStruct* GetInstanceDataType()
const override {
return FInstanceDataType::StaticStruct(); }
43 virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context,
const FStateTreeTransitionResult& Transition)
const override;
44 virtual void ExitState(FStateTreeExecutionContext& Context,
const FStateTreeTransitionResult& Transition)
const override;