39 lines
1.1 KiB
C
39 lines
1.1 KiB
C
|
// Copyright Epic Games, Inc. All Rights Reserved.
|
||
|
|
||
|
#pragma once
|
||
|
|
||
|
#include "CoreMinimal.h"
|
||
|
#include "AbilitySystem/Abilities/LyraGameplayAbility.h"
|
||
|
#include "LyraGameplayAbility_Reset.generated.h"
|
||
|
|
||
|
/**
|
||
|
* ULyraGameplayAbility_Reset
|
||
|
*
|
||
|
* Gameplay ability used for handling quickly resetting the player back to initial spawn state.
|
||
|
* Ability is activated automatically via the "GameplayEvent.RequestReset" ability trigger tag (server only).
|
||
|
*/
|
||
|
UCLASS()
|
||
|
class LYRAGAME_API ULyraGameplayAbility_Reset : public ULyraGameplayAbility
|
||
|
{
|
||
|
GENERATED_BODY()
|
||
|
|
||
|
public:
|
||
|
ULyraGameplayAbility_Reset(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
|
||
|
|
||
|
protected:
|
||
|
|
||
|
void DoneAddingNativeTags();
|
||
|
|
||
|
virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
USTRUCT(BlueprintType)
|
||
|
struct FLyraPlayerResetMessage
|
||
|
{
|
||
|
GENERATED_BODY()
|
||
|
|
||
|
UPROPERTY(BlueprintReadOnly)
|
||
|
AActor* OwnerPlayerState = nullptr;
|
||
|
};
|