#include "FortAbilityTask_PlayAnimAndWait.h" void UFortAbilityTask_PlayAnimAndWait::OnAnimInterrupted() { } void UFortAbilityTask_PlayAnimAndWait::OnAnimBlendingOut(UAnimMontage* Montage, bool bInterrupted) { } UFortAbilityTask_PlayAnimAndWait* UFortAbilityTask_PlayAnimAndWait::CreatePlayAnimAndWaitProxy(UGameplayAbility* OwningAbility, FName TaskInstanceName, const FFortGameplayAbilityMontageInfo& PlayMontageInfo, EFortSharedAnimationState NewAnimState, bool NewBStopWhenAbilityEnds) { return NULL; } UFortAbilityTask_PlayAnimAndWait::UFortAbilityTask_PlayAnimAndWait() { this->AnimState = EFortSharedAnimationState::Anim_Walk; this->bStopWhenAbilityEnds = true; }