#pragma once #include "CoreMinimal.h" #include "GameplayTagContainer.h" #include "DamageBonusBase.h" #include "TargetSpecificDamageBonus.generated.h" UCLASS(Blueprintable, EditInlineNew) class UTargetSpecificDamageBonus : public UDamageBonusBase { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) float Bonus; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FGameplayTagQuery tagQuery; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FName Key; public: UTargetSpecificDamageBonus(); };