#include <Task_ActivateAbility.h>
◆ FInstanceDataType
◆ FTask_ActivateAbility()
| FTask_ActivateAbility::FTask_ActivateAbility |
( |
| ) |
|
|
default |
◆ EnterState()
| EStateTreeRunStatus FTask_ActivateAbility::EnterState |
( |
FStateTreeExecutionContext & |
Context, |
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|
const FStateTreeTransitionResult & |
Transition |
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) |
| const |
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overridevirtual |
13{
15
16 UAbilitySystemComponent* ASC = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Data.Actor);
17 if (!ASC)
18 {
19 return EStateTreeRunStatus::Failed;
20 }
21
22 FGameplayTagContainer TagContainer;
23 TagContainer.AddTag(Data.AbilityTagToActive);
24
25 bool bSuccess = ASC->TryActivateAbilitiesByTag(TagContainer);
26
27 return bSuccess ? EStateTreeRunStatus::Running : EStateTreeRunStatus::Failed;
28}
FActivateAbilityInstanceData FInstanceDataType
Definition Task_ActivateAbility.h:31
◆ GetInstanceDataType()
| virtual const UStruct * FTask_ActivateAbility::GetInstanceDataType |
( |
| ) |
const |
|
inlineoverridevirtual |
32{ return FInstanceDataType::StaticStruct(); }
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