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Part04/Chapter04 Done #125

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14 changes: 14 additions & 0 deletions Document/StudyNote/UnrealLecture/Part4/Lecture4.md
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@@ -0,0 +1,14 @@
# 4강: 캐릭터 콤보 공격의 구현

- 강의 목표
- 게임플레이 어빌리티를 활용한 콤보 공격
- 게임플레이 어빌리티와 어빌리티 태스크 동작의 이해
- 블루프린트에서 활용가능한 어빌리티 태스크 설정 방법의 학습

## 정리

- GA에서 콤보 공격을 구현 (타이머를 사용)
- 상태를 가지는 새로운 GA의 제작
- 점프 GA를 위한 새로운 AT의 생성
- GA와 TA사이의 통신 메커니즘 이해
- 블루프린트에서 AT를 사용하기 위한 매크로 설정
2 changes: 1 addition & 1 deletion Document/StudyNote/UnrealLecture/Part4/README.md
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Expand Up @@ -8,7 +8,7 @@
## Section1: 게임플레이 어빌리티 시스템 캐릭터 제작 기초

- [3강: 캐릭터의 입력 처리](./Lecture3.md)
- 4강: 캐릭터 콤보 공격의 구현
- [4강: 캐릭터 콤보 공격의 구현](./Lecture4.md)
- 5강: 공격 판정 시스템의 구현

## Section2: 어트리뷰트와 게임플레이 이펙트의 이해
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2 changes: 1 addition & 1 deletion UghProject/Source/UghProject/GAS/UGGA_Attack.cpp
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Expand Up @@ -29,7 +29,7 @@ void UUGGA_Attack::ActivateAbility(const FGameplayAbilitySpecHandle Handle, cons

void UUGGA_Attack::InputPressed(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo)
{
GAS_LOG(LogABGAS, Log, TEXT("Begin"));
//GAS_LOG(LogABGAS, Log, TEXT("Begin"));
}

void UUGGA_Attack::CancelAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateCancelAbility)
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