document.write("
#pragma once
#include "CoreMinimal.h"
#include "Abilities/GameplayAbility.h"
#include "DandelionGameplayAbility.generated.h"
class UInputAction;
DECLARE_LOG_CATEGORY_EXTERN(LogGameplayAbility, Log, All);
UCLASS()
class DANDELION_API UDandelionGameplayAbility : public UGameplayAbility
{
GENERATED_BODY()
public:
template <class T>
T* TryCastAvatarActorFromActorInfo() const { return Cast<T>(GetAvatarActorFromActorInfo()); }
virtual void RestartAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const bool bReplicateRestartAbility,
bool bCancelAbility,
bool bAllowRemoteActivation
);
UFUNCTION(
BlueprintCallable,
Category = Ability,
DisplayName = "RestartAbility",
meta=(ScriptName = "RestartAbility")
)
virtual void K2_RestartAbility(
const bool bReplicateRestartAbility,
const bool bCancelAbility,
const bool bAllowRemoteActivation
);
virtual bool CanRestartAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo& ActivationInfo
);
virtual void OnGiveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) override;
virtual void ActivateAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TriggerEventData
) override;
virtual bool CommitAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
OUT FGameplayTagContainer* OptionalRelevantTags = nullptr
) override;
virtual void EndAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
bool bReplicateEndAbility,
bool bWasCancelled
) override;
virtual void CancelAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
bool bReplicateCancelAbility
) override;
private:
static AActor* GetASCOwnerActor(const FGameplayAbilityActorInfo* ActorInfo);
};
DandelionGameplayAbility.h - Snippet hosted by \"Cacher\"
");