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不明不惑
2026-03-03 01:23:02 +08:00
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameplayEffectComponent.h"
#include "GCS_GEComponent_PredictivelyExecute.generated.h"
/**
* This component will predictively execute instant GE which treated as infinite one.
* @attention Internally will mark this effect context as local predicting context, so you can conditional apply logic in subsequent codes.
*/
UCLASS()
class GENERICCOMBATSYSTEM_API UGCS_GEComponent_PredictivelyExecute : public UGameplayEffectComponent
{
GENERATED_BODY()
public:
virtual void OnGameplayEffectApplied(FActiveGameplayEffectsContainer& ActiveGEContainer, FGameplayEffectSpec& GESpec, FPredictionKey& PredictionKey) const override;
private:
UPROPERTY(EditDefaultsOnly, Category = GCS)
bool bPredictGameplayCues{false};
};