#pragma once #include "CoreMinimal.h" #include "GameplayTagContainer.h" #include "AfflictionEffect.h" #include "HeroEnemyAfflictionEffect.generated.h" UCLASS(Abstract, Blueprintable) class UHeroEnemyAfflictionEffect : public UAfflictionEffect { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTag TagToAdd; public: UHeroEnemyAfflictionEffect(); };