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C++ UAbilitySystemComponent::HandleGameplayEvent方法代码示例

本文整理汇总了C++中UAbilitySystemComponent::HandleGameplayEvent方法的典型用法代码示例。如果您正苦于以下问题:C++ UAbilitySystemComponent::HandleGameplayEvent方法的具体用法?C++ UAbilitySystemComponent::HandleGameplayEvent怎么用?C++ UAbilitySystemComponent::HandleGameplayEvent使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UAbilitySystemComponent的用法示例。


在下文中一共展示了UAbilitySystemComponent::HandleGameplayEvent方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: SendGameplayEventToActor

void UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(AActor* Actor, FGameplayTag EventTag, FGameplayEventData Payload)
{
	if (Actor && !Actor->IsPendingKill())
	{
		IAbilitySystemInterface* AbilitySystemInterface = Cast<IAbilitySystemInterface>(Actor);
		if (AbilitySystemInterface != NULL)
		{
			UAbilitySystemComponent* AbilitySystemComponent = AbilitySystemInterface->GetAbilitySystemComponent();
			if (AbilitySystemComponent != NULL)
			{
				FScopedPredictionWindow NewScopedWindow(AbilitySystemComponent, true);
				AbilitySystemComponent->HandleGameplayEvent(EventTag, &Payload);
			}
		}
	}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:16,代码来源:AbilitySystemBlueprintLibrary.cpp

示例2: SendGameplayEvent

// TODO: polymorphic payload
void UGameplayAbility::SendGameplayEvent(FGameplayTag EventTag, FGameplayEventData Payload)
{
	if (NetExecutionPolicy == EGameplayAbilityNetExecutionPolicy::Predictive)
	{
		Payload.PredictionKey = CurrentActivationInfo.GetPredictionKeyForNewAction();
	}

	AActor *OwnerActor = Cast<AActor>(GetOuter());
	if (OwnerActor)
	{
		UAbilitySystemComponent* AbilitySystemComponent = OwnerActor->FindComponentByClass<UAbilitySystemComponent>();
		if (ensure(AbilitySystemComponent))
		{
			AbilitySystemComponent->HandleGameplayEvent(EventTag, &Payload);
		}
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:18,代码来源:GameplayAbility.cpp


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