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https://github.com/FortniteModdingHub/FNGameProj.git
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47 lines
1.8 KiB
C++
47 lines
1.8 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "GameplayTagContainer.h"
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#include "GameplayTagAssetInterface.h"
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#include "GameplayTagContainer.h"
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#include "GameplayEffectApplicationInfo.h"
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#include "GameplayEffectApplicationInfoHard.h"
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#include "Templates/SubclassOf.h"
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#include "FortAbilitySet.generated.h"
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class UFortGameplayAbility;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UFortAbilitySet : public UPrimaryDataAsset, public IGameplayTagAssetInterface {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<TSubclassOf<UFortGameplayAbility>> GameplayAbilities;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FGameplayEffectApplicationInfoHard> GrantedGameplayEffects;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FGameplayEffectApplicationInfo> PassiveGameplayEffects;
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public:
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UFortAbilitySet();
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// Fix for true pure virtual functions not being implemented
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UFUNCTION(BlueprintCallable)
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bool HasMatchingGameplayTag(FGameplayTag TagToCheck) const override PURE_VIRTUAL(HasMatchingGameplayTag, return false;);
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UFUNCTION(BlueprintCallable)
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bool HasAnyMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(HasAnyMatchingGameplayTags, return false;);
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UFUNCTION(BlueprintCallable)
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bool HasAllMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(HasAllMatchingGameplayTags, return false;);
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UFUNCTION(BlueprintCallable)
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void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(GetOwnedGameplayTags,);
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};
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