#include <AnimNotify_SendGameplayTag.h>
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| virtual void | Notify (USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, const FAnimNotifyEventReference &EventReference) override |
| |
◆ Notify()
| void UAnimNotify_SendGameplayTag::Notify |
( |
USkeletalMeshComponent * |
MeshComp, |
|
|
UAnimSequenceBase * |
Animation, |
|
|
const FAnimNotifyEventReference & |
EventReference |
|
) |
| |
|
overridevirtual |
10{
11 Super::Notify(MeshComp, Animation, EventReference);
12
13 if (IsValid(MeshComp) ==
false || IsValid(MeshComp->GetOwner()) ==
false ||
EventTag.IsValid() ==
false
14 || MeshComp->GetWorld() == nullptr || MeshComp->GetWorld()->IsGameWorld() == false)
15 {
16 return;
17 }
18
19 FGameplayEventData Payload;
21 Payload.Instigator = MeshComp->GetOwner();
22 Payload.Target = MeshComp->GetOwner();
23
24 UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(MeshComp->GetOwner(),
EventTag, Payload);
25}
FGameplayTag EventTag
Definition AnimNotify_SendGameplayTag.h:24
◆ EventTag
| FGameplayTag UAnimNotify_SendGameplayTag::EventTag |
|
protected |
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