added blend by bone and blend by bool in animBP to the attack montage

This commit is contained in:
Caleb Buhungiro
2025-06-27 19:02:25 +08:00
parent 7619ea2bec
commit a98fd4b2a7
10 changed files with 43 additions and 11 deletions

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@@ -10,5 +10,5 @@ bDynamicReplication=False
InvalidTagCharacters="\"\'," InvalidTagCharacters="\"\',"
NumBitsForContainerSize=6 NumBitsForContainerSize=6
NetIndexFirstBitSegment=16 NetIndexFirstBitSegment=16
+GameplayTagList=(Tag="ability.basicattack",DevComment="") +GameplayTagList=(Tag="ability.basicattack",DevComment="Ability Tag assigned to basic attack abilities")

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@@ -4,6 +4,13 @@
#include "GAS/GA_Combo.h" #include "GAS/GA_Combo.h"
#include "Abilities/Tasks/AbilityTask_PlayMontageAndWait.h" #include "Abilities/Tasks/AbilityTask_PlayMontageAndWait.h"
#include "GAS/UCAbilitySystemStatics.h"
UGA_Combo::UGA_Combo()
{
AbilityTags.AddTag(UCAbilitySystemStatics::GetBasicAttackAbilityTag());
BlockAbilitiesWithTag.AddTag(UCAbilitySystemStatics::GetBasicAttackAbilityTag());
}
void UGA_Combo::ActivateAbility(const FGameplayAbilitySpecHandle Handle, void UGA_Combo::ActivateAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActorInfo* ActorInfo,

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@@ -14,6 +14,7 @@ class CRUNCH_API UGA_Combo : public UCGameplayAbility
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
UGA_Combo();
virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override; virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
private: private:
UPROPERTY(EditDefaultsOnly, Category="Amination") UPROPERTY(EditDefaultsOnly, Category="Amination")

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@@ -0,0 +1,8 @@
#include "UCAbilitySystemStatics.h"
#include "GameplayTagContainer.h"
FGameplayTag UCAbilitySystemStatics::GetBasicAttackAbilityTag()
{
return FGameplayTag::RequestGameplayTag("ability.basicattack");
}

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@@ -0,0 +1,16 @@
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "UCAbilitySystemStatics.generated.h"
UCLASS()
class UCAbilitySystemStatics: public UObject
{
GENERATED_BODY()
public:
static FGameplayTag GetBasicAttackAbilityTag();
};