#include <BaseAreaAttackAbility.h>
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| virtual void | ActivateAbility (const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo *ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData *TriggerEventData) override |
◆ ActivateAbility()
| void UBaseAreaAttackAbility::ActivateAbility |
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const FGameplayAbilitySpecHandle | Handle, |
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const FGameplayAbilityActorInfo * | ActorInfo, |
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const FGameplayAbilityActivationInfo | ActivationInfo, |
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const FGameplayEventData * | TriggerEventData ) |
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◆ CalculateTargetLocation()
| TArray< FVector > UBaseAreaAttackAbility::CalculateTargetLocation |
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◆ OnAbilityEnd()
| void UBaseAreaAttackAbility::OnAbilityEnd |
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◆ SpawnAreaHazards()
| void UBaseAreaAttackAbility::SpawnAreaHazards |
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◆ ActivationDelay
| float UBaseAreaAttackAbility::ActivationDelay |
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◆ AreaDuration
| float UBaseAreaAttackAbility::AreaDuration |
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◆ AreaHazardClass
| TSubclassOf<AAreaHazard> UBaseAreaAttackAbility::AreaHazardClass |
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◆ AreaOffset
| float UBaseAreaAttackAbility::AreaOffset |
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◆ AreaRadius
| float UBaseAreaAttackAbility::AreaRadius |
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◆ bTargetMultiplePlayers
| bool UBaseAreaAttackAbility::bTargetMultiplePlayers |
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◆ CastingMontage
| TObjectPtr<UAnimMontage> UBaseAreaAttackAbility::CastingMontage |
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◆ Damage
| float UBaseAreaAttackAbility::Damage |
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◆ DamageGameplayTag
| FGameplayTag UBaseAreaAttackAbility::DamageGameplayTag |
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◆ NumberOfAreas
| int32 UBaseAreaAttackAbility::NumberOfAreas |
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◆ PayloadEffectClass
| TSubclassOf<UGameplayEffect> UBaseAreaAttackAbility::PayloadEffectClass |
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◆ VFXTag
| FGameplayTag UBaseAreaAttackAbility::VFXTag |
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