Files
UnrealEvent/Project/Source/FortniteGame/Public/FortGameplayCueFunctionLibrary.h
2026-04-22 15:51:07 +02:00

48 lines
2.3 KiB
C++

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