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Project_P 공격 판정 구현(3) Trace 어빌리티 태스크 생성 Trace 어빌리티 태스크 생성 AbilkityTask를 상속받아 PPAT_Trace 클래스를 생성 PPAT_Trace 헤더파일#include "CoreMinimal.h"#include "Abilities/Tasks/AbilityTask.h"#include "PPAT_Trace.generated.h"DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FTraceResultDelegate, const FGameplayAbilityTargetDataHandle&, TargetDataHandle);/** * */UCLASS()class PROJECT_P_API UPPAT_Trace : public UAbilityTask{ GENERATED_BODY() public: UPPAT_Tr.. 2024. 9. 6.
Project_P 공격 판정 구현(2) AttackCheck GA 생성 AttackCheck GA 생성 GameplayAbility를 상속받아 PPGA_AttackHitCheck를 생성 PPGA_AttackHitCheck 헤더파일#include "CoreMinimal.h"#include "Abilities/GameplayAbility.h"#include "PPGA_AttackHitCheck.generated.h"/** * */UCLASS()class PROJECT_P_API UPPGA_AttackHitCheck : public UGameplayAbility{ GENERATED_BODY() public: UPPGA_AttackHitCheck(); virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, co.. 2024. 9. 6.
Project_P Jump 어빌리티 태스크 생성 JumpAndWaitForLanding 어빌리티 태스크 생성 AbilityTask 클래스를 상속받아 PPAT_JumpAndWaitForLanding 어빌리티 태스크 클래스를 생성 헤더파일#include "CoreMinimal.h"#include "Abilities/Tasks/AbilityTask.h"#include "PPAT_JumpAndWaitForLanding.generated.h"DECLARE_DYNAMIC_MULTICAST_DELEGATE(FJumpAndWatingForLandingDelegate);/** * */UCLASS()class PROJECT_P_API UPPAT_JumpAndWaitForLanding : public UAbilityTask{ GENERATED_BODY() public:.. 2024. 8. 29.
Project_P GA Jump GA 생성 Jump GA 생성 GameplayAbility 클래스를 상속받아 PPGA_Jump 클래스를 생성 PPGA_Jump 헤더파일#include "CoreMinimal.h"#include "Abilities/GameplayAbility.h"#include "PPGA_Jump.generated.h"/** * */UCLASS()class PROJECT_P_API UPPGA_Jump : public UGameplayAbility{ GENERATED_BODY() public: UPPGA_Jump(); virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, cons.. 2024. 8. 29.
Unreal Engine 캐릭터 콤보공격구현(3) 어빌리티 태스크(AT) 보호되어 있는 글 입니다. 2024. 3. 25.