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namespace EPathFollowingResult { enum Type : int; } class UAbilityTask_MoveCharacterToCursor; class UAbilityTask_FollowCursor; UCLASS() class DANDELION_API UIAGA_PlayerMove : public UInputActionGameplayAbility { GENERATED_BODY() UIAGA_PlayerMove(); virtual bool CanRestartAbility( const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo& ActivationInfo ) override; protected: virtual void ActivateAbility( const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData ) override; virtual void CancelAbility( const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateCancelAbility ) override; virtual void EndAbility( const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled ) override; virtual void HandleInputReleased_Implementation( const FGameplayAbilitySpecHandle& Handle, const FGameplayAbilityActorInfo& ActorInfo, const FGameplayAbilityActivationInfo& ActivationInfo ) override; private: UPROPERTY( EditDefaultsOnly, DisplayName="Move VFX Cue Tag", meta=(AllowPrivateAccess=true, Categories="GameplayCue.VFX") ) FGameplayTag MoveVFXCueTag; UPROPERTY(Transient) TObjectPtr<UAbilityTask_FollowCursor> FollowCursorAbilityTask; UPROPERTY(Transient) TObjectPtr<UAbilityTask_MoveCharacterToCursor> MoveCharacterToCursorAbilityTask; UFUNCTION(meta=(BlueprintInternalUseOnly)) void HandleOnMoveComplete(EPathFollowingResult::Type PathingResultType); };