// Copyright Echo Devgroup #pragma once #include "CoreMinimal.h" #include "AbilitySystem/GameplayAbility/AuraGameplayAbility.h" #include "AuraProjectileSpell.generated.h" class AAuraProjectile; class UGameplayEffect; /** * */ UCLASS() class AURA_API UAuraProjectileSpell : public UAuraGameplayAbility { GENERATED_BODY() public: private: protected: virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override; UFUNCTION(BlueprintCallable, Category = "Projectile") void SpawnProjectile(const FVector ProjectileTargetLocation); UPROPERTY(EditAnywhere, BlueprintReadOnly) TSubclassOf ProjectileClass; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) TSubclassOf DamageEffectClass; };