#include <AnimNotifyState_SendGameplayTags.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 |
| |
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| void | SendGameplayTag (USkeletalMeshComponent *MeshComp, FGameplayTag EventTag) const |
| |
◆ GetNotifyName_Implementation()
| FString UAnimNotifyState_SendGameplayTags::GetNotifyName_Implementation |
( |
| ) |
const |
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overridevirtual |
23{
24 return TEXT("Gameplay Tag Window");
25}
◆ NotifyBegin()
| void UAnimNotifyState_SendGameplayTags::NotifyBegin |
( |
USkeletalMeshComponent * |
MeshComp, |
|
|
UAnimSequenceBase * |
Animation, |
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|
float |
TotalDuration, |
|
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const FAnimNotifyEventReference & |
EventReference |
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) |
| |
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overridevirtual |
8{
9 Super::NotifyBegin(MeshComp, Animation, TotalDuration, EventReference);
10
12}
◆ NotifyEnd()
| void UAnimNotifyState_SendGameplayTags::NotifyEnd |
( |
USkeletalMeshComponent * |
MeshComp, |
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|
UAnimSequenceBase * |
Animation, |
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|
const FAnimNotifyEventReference & |
EventReference |
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) |
| |
|
overridevirtual |
16{
17 Super::NotifyEnd(MeshComp, Animation, EventReference);
18
20}
◆ SendGameplayTag()
| void UAnimNotifyState_SendGameplayTags::SendGameplayTag |
( |
USkeletalMeshComponent * |
MeshComp, |
|
|
FGameplayTag |
EventTag |
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) |
| const |
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private |
29{
30 if (IsValid(MeshComp) == false || IsValid(MeshComp->GetOwner()) == false || EventTag.IsValid() == false
31 || MeshComp->GetWorld() == nullptr || MeshComp->GetWorld()->IsGameWorld() == false)
32 {
33 return;
34 }
35
36 AActor* Owner = MeshComp->GetOwner();
37
38 FGameplayEventData Payload;
39 Payload.EventTag = EventTag;
40 Payload.Instigator = Owner;
41 Payload.Target = Owner;
42
43 UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(Owner, EventTag, Payload);
44}
◆ BeginEventTag
| FGameplayTag UAnimNotifyState_SendGameplayTags::BeginEventTag |
|
protected |
◆ EndEventTag
| FGameplayTag UAnimNotifyState_SendGameplayTags::EndEventTag |
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protected |
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