#include <AnimNotify_AttackHitCheck.h>
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| virtual void | Notify (USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, const FAnimNotifyEventReference &EventReference) override |
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| virtual FString | GetNotifyName_Implementation () const override |
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◆ UAnimNotify_AttackHitCheck()
| UAnimNotify_AttackHitCheck::UAnimNotify_AttackHitCheck |
( |
| ) |
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10{
11
12}
float ComboAttackLevel
Definition AnimNotify_AttackHitCheck.h:30
◆ GetNotifyName_Implementation()
| FString UAnimNotify_AttackHitCheck::GetNotifyName_Implementation |
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const |
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overrideprotectedvirtual |
28{
29 return TEXT("GASAttackHitCheck");
30}
◆ Notify()
| void UAnimNotify_AttackHitCheck::Notify |
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USkeletalMeshComponent * |
MeshComp, |
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UAnimSequenceBase * |
Animation, |
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const FAnimNotifyEventReference & |
EventReference |
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) |
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overrideprotectedvirtual |
16{
17 Super::Notify(MeshComp, Animation, EventReference);
18
19 if (MeshComp && MeshComp->GetWorld()->IsGameWorld())
20 {
21 FGameplayEventData PayloadData;
23 UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(MeshComp->GetOwner(),
TriggerGameplayTag, PayloadData);
24 }
25}
FGameplayTag TriggerGameplayTag
Definition AnimNotify_AttackHitCheck.h:27
◆ ComboAttackLevel
| float UAnimNotify_AttackHitCheck::ComboAttackLevel |
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protected |
◆ TriggerGameplayTag
| FGameplayTag UAnimNotify_AttackHitCheck::TriggerGameplayTag |
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protected |
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