#include <AnimNotifyState_AttackCollision.h>
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| virtual void | NotifyBegin (USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, float TotalDuration, const FAnimNotifyEventReference &EventReference) override |
| |
| virtual void | NotifyEnd (USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, const FAnimNotifyEventReference &EventReference) override |
| |
| virtual FString | GetNotifyName_Implementation () const override |
| |
◆ GetNotifyName_Implementation()
| virtual FString UAnimNotifyState_AttackCollision::GetNotifyName_Implementation |
( |
| ) |
const |
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inlineoverridevirtual |
23 {
24 return TEXT("GASAttackHitCheckState");
25 }
◆ NotifyBegin()
| void UAnimNotifyState_AttackCollision::NotifyBegin |
( |
USkeletalMeshComponent * |
MeshComp, |
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|
UAnimSequenceBase * |
Animation, |
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|
float |
TotalDuration, |
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const FAnimNotifyEventReference & |
EventReference |
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) |
| |
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overridevirtual |
11{
12 Super::NotifyBegin(MeshComp, Animation, TotalDuration, EventReference);
13
14 if (MeshComp && MeshComp->GetWorld()->IsGameWorld())
15 {
16 FGameplayEventData Payload;
18 Payload.OptionalObject = this;
19 UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(MeshComp->GetOwner(), TAG_EVENT_COMBAT_HITCHECK_START, Payload);
20 }
21}
int32 CombatHitDataIndex
Definition AnimNotifyState_AttackCollision.h:29
◆ NotifyEnd()
| void UAnimNotifyState_AttackCollision::NotifyEnd |
( |
USkeletalMeshComponent * |
MeshComp, |
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|
UAnimSequenceBase * |
Animation, |
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const FAnimNotifyEventReference & |
EventReference |
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) |
| |
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overridevirtual |
25{
26 Super::NotifyEnd(MeshComp, Animation, EventReference);
27
28 if (MeshComp && MeshComp->GetWorld()->IsGameWorld())
29 {
30 FGameplayEventData Payload;
31 UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(MeshComp->GetOwner(), TAG_EVENT_COMBAT_HITCHECK_END, Payload);
32 }
33}
◆ CombatHitDataIndex
| int32 UAnimNotifyState_AttackCollision::CombatHitDataIndex = 1 |
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protected |
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