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https://github.com/ApfelTeeSaft/UnrealEvent.git
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48 lines
2.3 KiB
C++
48 lines
2.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Engine/EngineTypes.h"
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#include "GameplayEffectTypes.h"
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#include "GameplayTagContainer.h"
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#include "FortBurstEffectData.h"
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#include "FortGameplayCueSpawnCondition.h"
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#include "FortGameplayCueSpawnResult.h"
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#include "FortGameplayCueFunctionLibrary.generated.h"
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class AActor;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UFortGameplayCueFunctionLibrary : public UBlueprintFunctionLibrary {
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GENERATED_BODY()
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public:
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UFortGameplayCueFunctionLibrary();
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UFUNCTION(BlueprintCallable)
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static void RemoveGameplayCueLocal(AActor* Target, FGameplayTag GameplayCueTag, const FGameplayCueParameters& CueParameters, bool bOnlyNotifies);
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UFUNCTION(BlueprintCallable, BlueprintCosmetic)
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static void PlayBurstEffect(const FFortBurstEffectData& BurstEffect, AActor* Target, const FGameplayCueParameters& CueParameters, FFortGameplayCueSpawnResult& OutResult);
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UFUNCTION(BlueprintCallable, BlueprintCosmetic)
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static void ExecuteGameplayCueLocal(AActor* Target, FGameplayTag GameplayCueTag, const FGameplayCueParameters& CueParameters, bool bOnlyNotifies);
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UFUNCTION(BlueprintCallable, BlueprintCosmetic)
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static bool CheckSpawnConditionForSource(AActor* Target, AActor* SourceActor, const FFortGameplayCueSpawnCondition& Condition);
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UFUNCTION(BlueprintCallable, BlueprintCosmetic)
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static bool CheckSpawnConditionForHitResult(AActor* Target, AActor* SourceActor, const FHitResult& HitResult, const FFortGameplayCueSpawnCondition& Condition);
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UFUNCTION(BlueprintCallable, BlueprintCosmetic)
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static bool CheckSpawnConditionForCueParameters(AActor* Target, const FGameplayCueParameters& CueParameters, const FFortGameplayCueSpawnCondition& Condition);
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UFUNCTION(BlueprintCallable)
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static void BuildCueParametersFromSource(AActor* SourceActor, FGameplayCueParameters& OutCueParameters);
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UFUNCTION(BlueprintCallable)
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static void BuildCueParametersFromHitResult(AActor* SourceActor, const FHitResult& HitResult, FGameplayCueParameters& OutCueParameters);
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UFUNCTION(BlueprintCallable)
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static void AddGameplayCueLocal(AActor* Target, FGameplayTag GameplayCueTag, const FGameplayCueParameters& CueParameters, bool bOnlyNotifies);
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};
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