🎮 APlayerWeapon.cpp
void APlayerWeapon::OnWeaponParryOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult) { UBFFunctionLibrary::AddGameplayTagToActorIfNone(GetOwner(), BFGameplayTag::Player_Status_ParrySuccess) ; UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(OtherActor->GetOwner(), BFGameplayTag::Enemy_Event_ParryHit, FGameplayEventData()); }위와 같이 Parrying 성공 시 SendGameplayEventToActor()함수를 통해 GameplayEvent를 발송 하도록 구현 하였다.




