#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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