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42 lines
1.8 KiB
C++
42 lines
1.8 KiB
C++
#include "FortAbilitySystemBlueprintLibrary.h"
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#include "Templates/SubclassOf.h"
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bool UFortAbilitySystemBlueprintLibrary::IsCooldownTagsActive(AActor* Actor, FGameplayTagContainer CooldownTags) {
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return false;
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}
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void UFortAbilitySystemBlueprintLibrary::GrantAndActivateAbilityOnSelf(UAbilitySystemComponent* AbilitySystem, const TSubclassOf<UGameplayAbility>& AbilityToGrant, UObject* ContextObject) {
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}
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UFortAbilitySystemComponent* UFortAbilitySystemBlueprintLibrary::GetFortAbilitySystemComponent(AActor* Actor) {
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return NULL;
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}
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void UFortAbilitySystemBlueprintLibrary::GetCooldownTimeRemainingAndDuration(AActor* Actor, FGameplayTagContainer CooldownTags, float& TimeRemaining, float& CooldownDuration) {
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}
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float UFortAbilitySystemBlueprintLibrary::GetCooldownTimeRemaining(AActor* Actor, FGameplayTagContainer CooldownTags) {
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return 0.0f;
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}
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FString UFortAbilitySystemBlueprintLibrary::GetAbilitySystemDebugInfo(AActor* DebugActor) {
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return TEXT("");
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}
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TArray<AActor*> UFortAbilitySystemBlueprintLibrary::FilterTargetsInCone(const AActor* SourceActor, const TArray<AActor*>& ActorsToCheck, const FVector& ConeStart, const FVector& ConeEnd, const float ConeRadius, FGameplayTagContainer ExcludeFromObstructionTags, bool bShouldCheckLos) {
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return TArray<AActor*>();
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}
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void UFortAbilitySystemBlueprintLibrary::EffectContextSetCritical(FGameplayEffectContextHandle EffectContext, bool bInCritical) {
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}
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void UFortAbilitySystemBlueprintLibrary::AssignActiveGameplayEffectTagSetByCallerMagnitude(FActiveGameplayEffectHandle ActiveHandle, FGameplayTag DataTag, float Magnitude) {
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}
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void UFortAbilitySystemBlueprintLibrary::AssignActiveGameplayEffectSetByCallerMagnitude(FActiveGameplayEffectHandle ActiveHandle, FName DataName, float Magnitude) {
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}
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UFortAbilitySystemBlueprintLibrary::UFortAbilitySystemBlueprintLibrary() {
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}
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