#include <AnimNotifyState_ScopedGameplayTag.h>
|
| | UAnimNotifyState_ScopedGameplayTag () |
| |
| 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 |
| |
◆ UAnimNotifyState_ScopedGameplayTag()
| UAnimNotifyState_ScopedGameplayTag::UAnimNotifyState_ScopedGameplayTag |
( |
| ) |
|
◆ GetNotifyName_Implementation()
| FString UAnimNotifyState_ScopedGameplayTag::GetNotifyName_Implementation |
( |
| ) |
const |
|
overridevirtual |
66{
67 return TEXT("Scoped Gameplay Tag");
68}
◆ NotifyBegin()
| void UAnimNotifyState_ScopedGameplayTag::NotifyBegin |
( |
USkeletalMeshComponent * |
MeshComp, |
|
|
UAnimSequenceBase * |
Animation, |
|
|
float |
TotalDuration, |
|
|
const FAnimNotifyEventReference & |
EventReference |
|
) |
| |
|
overridevirtual |
14{
15 Super::NotifyBegin(MeshComp, Animation, TotalDuration, EventReference);
16
18 {
19 return;
20 }
21
22 if (!MeshComp || !MeshComp->GetWorld() || !MeshComp->GetWorld()->IsGameWorld())
23 {
24 return;
25 }
26
27 if (UAbilitySystemComponent* ASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(MeshComp->GetOwner()))
28 {
30 }
31
32 AActor* Owner = MeshComp->GetOwner();
33
34 FGameplayEventData Payload;
36 Payload.Instigator = Owner;
37 Payload.Target = Owner;
38 Payload.EventMagnitude = TotalDuration;
39
40 UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(Owner,
TagToAdd, Payload);
41}
FGameplayTag TagToAdd
Definition AnimNotifyState_ScopedGameplayTag.h:27
◆ NotifyEnd()
| void UAnimNotifyState_ScopedGameplayTag::NotifyEnd |
( |
USkeletalMeshComponent * |
MeshComp, |
|
|
UAnimSequenceBase * |
Animation, |
|
|
const FAnimNotifyEventReference & |
EventReference |
|
) |
| |
|
overridevirtual |
45{
46 Super::NotifyEnd(MeshComp, Animation, EventReference);
47
49 {
50 return;
51 }
52
53 if (!MeshComp || !MeshComp->GetWorld() || !MeshComp->GetWorld()->IsGameWorld())
54 {
55 return;
56 }
57
58 if (UAbilitySystemComponent* ASC = UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(MeshComp->GetOwner()))
59 {
60 ASC->RemoveLooseGameplayTag(
TagToAdd);
61 }
62}
◆ TagToAdd
| FGameplayTag UAnimNotifyState_ScopedGameplayTag::TagToAdd |
|
protected |
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