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| #pragma once
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| #include "Abilities/GameplayAbility.h"
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| #include "LyraGameplayAbility.generated.h"
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| #define UE_API LYRAGAME_API
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| struct FGameplayAbilityActivationInfo;
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| struct FGameplayAbilitySpec;
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| struct FGameplayAbilitySpecHandle;
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| class AActor;
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| class AController;
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| class ALyraCharacter;
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| class ALyraPlayerController;
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| class APlayerController;
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| class FText;
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| class ILyraAbilitySourceInterface;
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| class UAnimMontage;
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| class ULyraAbilityCost;
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| class ULyraAbilitySystemComponent;
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| class ULyraCameraMode;
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| class ULyraHeroComponent;
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| class UObject;
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| struct FFrame;
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| struct FGameplayAbilityActorInfo;
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| struct FGameplayEffectSpec;
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| struct FGameplayEventData;
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| UENUM(BlueprintType)
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| enum class ELyraAbilityActivationPolicy : uint8
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| {
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| OnInputTriggered,
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| WhileInputActive,
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| OnSpawn
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| };
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| UENUM(BlueprintType)
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| enum class ELyraAbilityActivationGroup : uint8
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| {
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| Independent,
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| Exclusive_Replaceable,
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| Exclusive_Blocking,
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| MAX UMETA(Hidden)
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| };
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| USTRUCT(BlueprintType)
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| struct FLyraAbilityMontageFailureMessage
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| {
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| GENERATED_BODY()
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| public:
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| UPROPERTY(BlueprintReadWrite)
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| TObjectPtr<APlayerController> PlayerController = nullptr;
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| UPROPERTY(BlueprintReadWrite)
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| TObjectPtr<AActor> AvatarActor = nullptr;
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| UPROPERTY(BlueprintReadWrite)
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| FGameplayTagContainer FailureTags;
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| UPROPERTY(BlueprintReadWrite)
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| TObjectPtr<UAnimMontage> FailureMontage = nullptr;
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| };
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| UCLASS(MinimalAPI, Abstract, HideCategories = Input, Meta = (ShortTooltip = "The base gameplay ability class used by this project."))
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| class ULyraGameplayAbility : public UGameplayAbility
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| {
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| GENERATED_BODY()
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| friend class ULyraAbilitySystemComponent;
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| public:
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| UE_API ULyraGameplayAbility(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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| UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
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| UE_API ULyraAbilitySystemComponent* GetLyraAbilitySystemComponentFromActorInfo() const;
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| UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
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| UE_API ALyraPlayerController* GetLyraPlayerControllerFromActorInfo() const;
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| UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
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| UE_API AController* GetControllerFromActorInfo() const;
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| UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
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| UE_API ALyraCharacter* GetLyraCharacterFromActorInfo() const;
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| UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
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| UE_API ULyraHeroComponent* GetHeroComponentFromActorInfo() const;
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| ELyraAbilityActivationPolicy GetActivationPolicy() const { return ActivationPolicy; }
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| ELyraAbilityActivationGroup GetActivationGroup() const { return ActivationGroup; }
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| UE_API void TryActivateAbilityOnSpawn(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) const;
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| UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "Lyra|Ability", Meta = (ExpandBoolAsExecs = "ReturnValue"))
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| UE_API bool CanChangeActivationGroup(ELyraAbilityActivationGroup NewGroup) const;
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| UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "Lyra|Ability", Meta = (ExpandBoolAsExecs = "ReturnValue"))
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| UE_API bool ChangeActivationGroup(ELyraAbilityActivationGroup NewGroup);
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| UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
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| UE_API void SetCameraMode(TSubclassOf<ULyraCameraMode> CameraMode);
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| UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
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| UE_API void ClearCameraMode();
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| void OnAbilityFailedToActivate(const FGameplayTagContainer& FailedReason) const
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| NativeOnAbilityFailedToActivate(FailedReason);
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| ScriptOnAbilityFailedToActivate(FailedReason);
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| }
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| protected:
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| UE_API virtual void NativeOnAbilityFailedToActivate(const FGameplayTagContainer& FailedReason) const;
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| UFUNCTION(BlueprintImplementableEvent)
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| UE_API void ScriptOnAbilityFailedToActivate(const FGameplayTagContainer& FailedReason) const;
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| UE_API virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, FGameplayTagContainer* OptionalRelevantTags) const override;
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| UE_API virtual void SetCanBeCanceled(bool bCanBeCanceled) override;
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| UE_API virtual void OnGiveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) override;
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| UE_API virtual void OnRemoveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) override;
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| UE_API virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
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| UE_API virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override;
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| UE_API virtual bool CheckCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, OUT FGameplayTagContainer* OptionalRelevantTags = nullptr) const override;
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| UE_API virtual void ApplyCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) const override;
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| UE_API virtual FGameplayEffectContextHandle MakeEffectContext(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo) const override;
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| UE_API virtual void ApplyAbilityTagsToGameplayEffectSpec(FGameplayEffectSpec& Spec, FGameplayAbilitySpec* AbilitySpec) const override;
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| UE_API virtual bool DoesAbilitySatisfyTagRequirements(const UAbilitySystemComponent& AbilitySystemComponent, const FGameplayTagContainer* SourceTags = nullptr, const FGameplayTagContainer* TargetTags = nullptr, OUT FGameplayTagContainer* OptionalRelevantTags = nullptr) const override;
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| UE_API virtual void OnPawnAvatarSet();
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| UE_API virtual void GetAbilitySource(FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, float& OutSourceLevel, const ILyraAbilitySourceInterface*& OutAbilitySource, AActor*& OutEffectCauser) const;
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| UFUNCTION(BlueprintImplementableEvent, Category = Ability, DisplayName = "OnAbilityAdded")
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| UE_API void K2_OnAbilityAdded();
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| UFUNCTION(BlueprintImplementableEvent, Category = Ability, DisplayName = "OnAbilityRemoved")
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| UE_API void K2_OnAbilityRemoved();
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| UFUNCTION(BlueprintImplementableEvent, Category = Ability, DisplayName = "OnPawnAvatarSet")
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| UE_API void K2_OnPawnAvatarSet();
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| protected:
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Ability Activation")
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| ELyraAbilityActivationPolicy ActivationPolicy;
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Lyra|Ability Activation")
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| ELyraAbilityActivationGroup ActivationGroup;
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| UPROPERTY(EditDefaultsOnly, Instanced, Category = Costs)
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| TArray<TObjectPtr<ULyraAbilityCost>> AdditionalCosts;
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| UPROPERTY(EditDefaultsOnly, Category = "Advanced")
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| TMap<FGameplayTag, FText> FailureTagToUserFacingMessages;
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| UPROPERTY(EditDefaultsOnly, Category = "Advanced")
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| TMap<FGameplayTag, TObjectPtr<UAnimMontage>> FailureTagToAnimMontage;
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| UPROPERTY(EditDefaultsOnly, Category = "Advanced")
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| bool bLogCancelation;
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| TSubclassOf<ULyraCameraMode> ActiveCameraMode;
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| };
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| #undef UE_API
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