| // Copyright Epic Games, Inc. All Rights Reserved. | |
| void UAnimNotify_CheckChargedAttack::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) | |
| { | |
| // cast the owner to the attacker interface | |
| if (ICombatAttacker* AttackerInterface = Cast<ICombatAttacker>(MeshComp->GetOwner())) | |
| { | |
| // tell the actor to check for a charged attack loop | |
| AttackerInterface->CheckChargedAttack(); | |
| } | |
| } | |
| FString UAnimNotify_CheckChargedAttack::GetNotifyName_Implementation() const | |
| { | |
| return FString("Check Charged Attack"); | |
| } | |