53 lines
2.5 KiB
C++
53 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "GameplayEffectTypes.h"
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#include "GameplayTagContainer.h"
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#include "GameplayCueFunctionLibrary.generated.h"
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#define UE_API GAMEPLAYABILITIES_API
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struct FHitResult;
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/**
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* UGameplayCueFunctionLibrary
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*
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* Helpful utility function for working with gameplay cues.
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*/
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UCLASS(MinimalAPI)
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class UGameplayCueFunctionLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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// Builds gameplay cue parameters using data from a hit result.
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UFUNCTION(BlueprintPure, Category = "GameplayCue")
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static UE_API FGameplayCueParameters MakeGameplayCueParametersFromHitResult(const FHitResult& HitResult);
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// Invoke a one time "instant" execute event for a gameplay cue on the target actor.
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// * If the actor has an ability system, the event will fire on authority only and will be replicated.
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// * If the actor does not have an ability system, the event will only be fired locally.
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UFUNCTION(BlueprintCallable, Category = "GameplayCue", Meta = (GameplayTagFilter = "GameplayCue"), DisplayName = "Execute GameplayCue On Actor (Burst)")
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static UE_API void ExecuteGameplayCueOnActor(AActor* Target, const FGameplayTag GameplayCueTag, const FGameplayCueParameters& Parameters);
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// Invoke the added event for a gameplay cue on the target actor. This should be paired with a RemoveGameplayCueOnActor call.
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// * If the actor has an ability system, the event will fire on authority only and will be replicated.
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// * If the actor does not have an ability system, the event will only be fired locally.
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UFUNCTION(BlueprintCallable, Category = "GameplayCue", Meta = (GameplayTagFilter = "GameplayCue"), DisplayName = "Add GameplayCue On Actor (Looping)")
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static UE_API void AddGameplayCueOnActor(AActor* Target, const FGameplayTag GameplayCueTag, const FGameplayCueParameters& Parameters);
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// Invoke the removed event for a gameplay cue on the target actor. This should be paired with an AddGameplayCueOnActor call.
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// * If the actor has an ability system, the event will fire on authority only and will be replicated.
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// * If the actor does not have an ability system, the event will only be fired locally.
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UFUNCTION(BlueprintCallable, Category = "GameplayCue", Meta = (GameplayTagFilter = "GameplayCue"), DisplayName = "Remove GameplayCue On Actor (Looping)")
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static UE_API void RemoveGameplayCueOnActor(AActor* Target, const FGameplayTag GameplayCueTag, const FGameplayCueParameters& Parameters);
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};
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#undef UE_API
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