// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "UObject/Interface.h" #include "GameplayTagContainer.h" #include "Engine/EngineTypes.h" #include "LyraContextEffectsInterface.generated.h" class UStaticMeshComponent; class UAnimSequenceBase; class ULyraContextEffectsLibrary; /** * */ UENUM() enum EEffectsContextMatchType { ExactMatch, BestMatch }; /** * */ UINTERFACE(Blueprintable) class LYRAGAME_API ULyraContextEffectsInterface : public UInterface { GENERATED_BODY() }; class LYRAGAME_API ILyraContextEffectsInterface : public IInterface { GENERATED_BODY() public: /** */ UFUNCTION(BlueprintCallable, BlueprintNativeEvent) void AnimMotionEffect(const FName Bone , const FGameplayTag MotionEffect , USceneComponent* StaticMeshComponent , const FVector LocationOffset , const FRotator RotationOffset , const UAnimSequenceBase* AnimationSequence , const bool bHitSuccess , const FHitResult HitResult , FGameplayTagContainer Contexts , FVector VFXScale = FVector(1) , float AudioVolume = 1 , float AudioPitch = 1); };