GKLCharacter.h
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| 1 | // Copyright (c) 2026 Reignance Studios. MIT License, see LICENSE. |
| 2 | |
| 3 | #pragma once |
| 4 | |
| 5 | #include "CoreMinimal.h" |
| 6 | #include "AbilitySystemInterface.h" |
| 7 | #include "GameFramework/Character.h" |
| 8 | #include "GameplayTagContainer.h" |
| 9 | #include "GKLCharacter.generated.h" |
| 10 | |
| 11 | class UAbilitySystemComponent; |
| 12 | |
| 13 | /** |
| 14 | * Character whose abilities live on AGKLPlayerState. |
| 15 | * |
| 16 | * The ASC needs its avatar set on both machines: the server in PossessedBy, the owning |
| 17 | * client in OnRep_PlayerState. Missing the client half is the most common reason |
| 18 | * predicted abilities never activate on the client. |
| 19 | * |
| 20 | * Input binding is not included: call ActivateAbilityByTag from your Enhanced Input events. |
| 21 | */ |
| 22 | UCLASS() |
| 23 | class GASKITLITE_API AGKLCharacter : public ACharacter, public IAbilitySystemInterface |
| 24 | { |
| 25 | GENERATED_BODY() |
| 26 | |
| 27 | public: |
| 28 | AGKLCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); |
| 29 | |
| 30 | virtual void PossessedBy(AController* NewController) override; |
| 31 | virtual void OnRep_PlayerState() override; |
| 32 | virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override; |
| 33 | virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override; |
| 34 | |
| 35 | /** Activates every granted ability with this tag (e.g. Ability.Heal). Call it on the owning client to predict. */ |
| 36 | UFUNCTION(BlueprintCallable, Category = "GASKit Lite") |
| 37 | bool ActivateAbilityByTag(FGameplayTag AbilityTag); |
| 38 | |
| 39 | UFUNCTION(BlueprintPure, Category = "GASKit Lite") |
| 40 | bool IsDead() const { return bIsDead; } |
| 41 | |
| 42 | /** Server only. Called by the Death ability. */ |
| 43 | void Die(); |
| 44 | |
| 45 | protected: |
| 46 | /** Runs on the server and on every client. Default: stop movement. */ |
| 47 | UFUNCTION(BlueprintNativeEvent, Category = "GASKit Lite") |
| 48 | void OnDeath(); |
| 49 | virtual void OnDeath_Implementation(); |
| 50 | |
| 51 | UPROPERTY(ReplicatedUsing = OnRep_IsDead, BlueprintReadOnly, Category = "GASKit Lite") |
| 52 | bool bIsDead = false; |
| 53 | |
| 54 | UFUNCTION() |
| 55 | void OnRep_IsDead(); |
| 56 | |
| 57 | private: |
| 58 | void InitAbilitySystem(); |
| 59 | }; |