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This might get reworked later, since I am not sure if a GE exec is supposed to make changes outside the scope of executing a GE, but this seems like the best place to do this logic since it has all the context about the type and amount of each damage type.
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; OpenPF2 for UE Game Logic, Copyright 2023, Guy Elsmore-Paddock. All Rights Reserved. | ||
; | ||
; This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not | ||
; distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/. | ||
|
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; Gameplay Cues that provide special FX and sound FX in response to effect activations. | ||
[/Script/GameplayTags.GameplayTagsList] | ||
GameplayTagList=(Tag="GameplayCue.Character.InflictDamage", DevComment="Gameplay cue fired whenever one character inflicts damage on another.") |
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