35 lines
1.3 KiB
C++
Executable file
35 lines
1.3 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "GameplayTagContainer.h"
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#include "GameplayTagAssetInterface.h"
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#include "GameplayTagContainer.h"
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#include "Targetable.h"
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#include "TargetDummyPawn.generated.h"
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UCLASS(Abstract, Blueprintable)
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class ATargetDummyPawn : public AActor, public IGameplayTagAssetInterface, public ITargetable {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer GameplayTags;
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public:
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ATargetDummyPawn();
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// Fix for true pure virtual functions not being implemented
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UFUNCTION(BlueprintCallable)
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bool HasMatchingGameplayTag(FGameplayTag TagToCheck) const override PURE_VIRTUAL(HasMatchingGameplayTag, return false;);
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UFUNCTION(BlueprintCallable)
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bool HasAnyMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(HasAnyMatchingGameplayTags, return false;);
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UFUNCTION(BlueprintCallable)
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bool HasAllMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(HasAllMatchingGameplayTags, return false;);
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UFUNCTION(BlueprintCallable)
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void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(GetOwnedGameplayTags,);
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};
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