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Copy pathNativeGameplayTags.h
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94 lines (73 loc) · 2.28 KB
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#pragma once
#include "Runtime/GameplayTags/Public/NativeGameplayTags.h"
namespace Tags
{
namespace Input
{
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Look);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Move);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Jump);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Dash);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Crouch);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Interact);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(AttackPrimary);
}
// Character states
namespace State
{
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Dead);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Exhausted);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(AbilityInputBlocked);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Movement_Sprinting);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Movement_IsMoving);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Movement_InputBlocked);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Movement_Crouching);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Health_RegenBlocked);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Stamina_RegenBlocked);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Stamina_RegenBlocked_ActiveAbility);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Stamina_RegenBlocked_Delay);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Visibility_Camouflaged);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Visibility_Invisible);
}
// Ability identity/family/cooldowns
namespace Ability
{
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Ability);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Movement_Jump);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Movement_Sprint);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Movement_Crouch);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Stamina);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Stamina_Drain);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Combat_MeleeAttack);
namespace Cooldown
{
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Dash);
}
}
// Effect types/lifecycle policy, etc.
namespace Effect
{
UE_DECLARE_GAMEPLAY_TAG_EXTERN(PersistentAcrossRespawn);
}
// set-by-caller / costs / numeric metadata
namespace Data
{
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Cost_Stamina);
}
namespace Noise
{
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Footstep);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Footstep_Walk);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Footstep_Run);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Footstep_Crouch);
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Jump);
}
namespace SquadMessage
{
UE_DECLARE_GAMEPLAY_TAG_EXTERN(EnemySpotted);
}
namespace Event
{
UE_DECLARE_GAMEPLAY_TAG_EXTERN(Montage_Hit);
}
}