// REALMS IN RUIN. Copyright (c) 2025 Trevor Edwards. All rights reserved. #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "RIREffectActor.generated.h" class UGameplayEffect; UCLASS() class REALMSINRUIN_API ARIREffectActor : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties ARIREffectActor(); protected: // Called when the game starts or the actor is spawned into the world virtual void BeginPlay() override; UFUNCTION(BlueprintCallable) void ApplyEffectToTarget(AActor* TargetActor, TSubclassOf GamePlayEffectClass); UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Applied Effects") TSubclassOf InstantGameplayEffectClass; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Applied Effects") TSubclassOf DurationGameplayEffectClass; };