[박치영] 보스몬스터 Death Animation 추가, 피격 이팩트 추가
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607c4abf36
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34309f68c1
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@ -694,6 +694,8 @@ void AMasterAI::SetDead(bool Condition)
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return;
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bIsDead = Condition;
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StateManagerComponent->SetCurrentState(FCombatGameplayTags::Get().Character_State_Dead);
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AAIController* aiController = Cast<AAIController>(GetController());
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if(aiController)
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{
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@ -136,9 +136,9 @@ private:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hit", meta = (AllowPrivateAccess = "true"))
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FName PelvisBoneName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hit", meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects|Hit", meta = (AllowPrivateAccess = "true"))
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TObjectPtr<class USoundBase> HitSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Hit", meta = (AllowPrivateAccess = "true"))
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects|Hit", meta = (AllowPrivateAccess = "true"))
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TObjectPtr<class UNiagaraSystem> HitEmitter;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MovementSpeed", meta = (AllowPrivateAccess = "true"))
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