// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Abilities/Tasks/AbilityTask.h" #include "AbilityTask_GrantNearbyInteraction.generated.h" class AActor; class UPrimitiveComponent; UCLASS() class UAbilityTask_GrantNearbyInteraction : public UAbilityTask { GENERATED_UCLASS_BODY() virtual void Activate() override; /** Wait until an overlap occurs. This will need to be better fleshed out so we can specify game specific collision requirements */ UFUNCTION(BlueprintCallable, Category="Ability|Tasks", meta = (HidePin = "OwningAbility", DefaultToSelf = "OwningAbility", BlueprintInternalUseOnly = "TRUE")) static UAbilityTask_GrantNearbyInteraction* GrantAbilitiesForNearbyInteractors(UGameplayAbility* OwningAbility, float InteractionScanRange, float InteractionScanRate); private: virtual void OnDestroy(bool AbilityEnded) override; void QueryInteractables(); float InteractionScanRange = 100; float InteractionScanRate = 0.100; FTimerHandle QueryTimerHandle; TMap InteractionAbilityCache; };