34 lines
1.0 KiB
C++
34 lines
1.0 KiB
C++
// Copyright
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "VRGASUtils.generated.h"
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class UGameplayAbility;
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class UGameplayEffect;
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class UAbilitySystemComponent;
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/**
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*
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*/
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UCLASS()
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class VRGAS_API UVRGASUtils : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category = "Utils|Ability System")
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static void BatchGrantAbilities(const TArray<TSubclassOf<UGameplayAbility>>& InAbilitiesToGrant,
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UAbilitySystemComponent* InAbilitySystemComponent,
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int32 ApplyLevel, bool bDebugLog = false);
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UFUNCTION(BlueprintCallable, Category = "Utils|Ability System")
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static bool ApplyEffectToTarget(AActor* Target, TSubclassOf<UGameplayEffect> GameplayEffectClass, UObject* SourceObject, float Level = 1.f);
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UFUNCTION(BlueprintCallable, Category = "Utils|Ability System")
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static bool ApplyEffectToTargetASC(UAbilitySystemComponent* Target, TSubclassOf<UGameplayEffect> GameplayEffectClass, UObject* SourceObject, float Level = 1.f);
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};
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