< Tag >
Player_Event_OnHit_Normal -> 일반 공격 피격 시 발송될 Event
Player_Event_OnHit_Power -> 강 공격 피격 시 발송될 Event
Player_Event_OnHit_Normal -> 적의 공격 타입(기본 공격)
Player_Event_OnHit_Power -> 적의 공격 타입(강 공격)
🎮 AEnemyWeapon.cpp
void AEnemyWeapon::OnHitActor(AActor* HitActor) { if (HitedActor == HitActor) { return; } HitedActor = HitActor; if (UBFFunctionLibrary::NativeDoseActorHaveTag(HitedActor, BFGameplayTag::Player_Status_Avoiding)) { return; } FGameplayEventData Data; Data.Instigator = GetOwner(); Data.Target = HitActor; UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(GetOwner(), BFGameplayTag::Shared_Event_OnDamaged, Data); if (UBFFunctionLibrary::NativeDoseActorHaveTag(GetOwner(), BFGameplayTag::Enemy_Status_Attack_Normal)) { UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(HitedActor, BFGameplayTag::Player_Event_OnHit_Normal, FGameplayEventData()); } else if (UBFFunctionLibrary::NativeDoseActorHaveTag(GetOwner(), BFGameplayTag::Enemy_Status_Attack_Power)) { UAbilitySystemBlueprintLibrary::SendGameplayEventToActor(HitedActor, BFGameplayTag::Player_Event_OnHit_Power, FGameplayEventData()); } }이를 통해 적 공격시, Trace에 충돌하면 현재 공격 Type이 Normal인지 Power인지 파악해서 다른 GameplayEvent를 발송 하도록 코드를 작성 하였다.


