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37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SkillSystemTestPawn.generated.h"
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UCLASS(Blueprintable, BlueprintType)
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class SKILLSYSTEM_API ASkillSystemTestPawn : public ADefaultPawn, public IGameplayCueInterface
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{
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GENERATED_UCLASS_BODY()
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virtual void PostInitializeComponents() OVERRIDE;
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UFUNCTION()
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virtual void GameplayCueActivated(const FGameplayTagContainer & GameplayCueTags, float NormalizedMagnitude) OVERRIDE;
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UFUNCTION()
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virtual void GameplayCueExecuted(const FGameplayTagContainer & GameplayCueTags, float NormalizedMagnitude) OVERRIDE;
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UFUNCTION()
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virtual void GameplayCueAdded(const FGameplayTagContainer & GameplayCueTags, float NormalizedMagnitude) OVERRIDE;
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UFUNCTION()
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virtual void GameplayCueRemoved(const FGameplayTagContainer & GameplayCueTags, float NormalizedMagnitude) OVERRIDE;
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/** DefaultPawn collision component */
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UPROPERTY(Category = SkillSystem, VisibleAnywhere, BlueprintReadOnly)
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TSubobjectPtr<class UAttributeComponent> AttributeComponent;
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UPROPERTY(EditDefaultsOnly, Category=GameplayEffects)
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FGameplayCueHandler GameplayCueHandler;
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//UPROPERTY(EditDefaultsOnly, Category=GameplayEffects)
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//UGameplayAbilitySet * DefaultAbilitySet;
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static FName AttributeComponentName;
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}; |