43 lines
1.3 KiB
C++
Executable file
43 lines
1.3 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "GameplayTagContainer.h"
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#include "RunningMissionBP.h"
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#include "Templates/SubclassOf.h"
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#include "StatusEffectEnemies.generated.h"
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class APawn;
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class UEnemyDescriptor;
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class UStatusEffect;
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UCLASS(Abstract, Blueprintable)
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class UStatusEffectEnemies : public URunningMissionBP {
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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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TArray<TSubclassOf<UStatusEffect>> StatusEffects;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer AllowedFilter;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagQuery AllowedQuery;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ChanceToApply;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool OverrideReplacesDefault;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<UEnemyDescriptor*, TSubclassOf<UStatusEffect>> Overrides;
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public:
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UStatusEffectEnemies();
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protected:
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UFUNCTION(BlueprintCallable)
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void OnEnemySpawned(APawn* enemy, UEnemyDescriptor* descriptor);
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};
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