// Copyright Epic Games, Inc. All Rights Reserved. #include "AnimNotify_CheckChargedAttack.h" #include "CombatAttacker.h" #include "Components/SkeletalMeshComponent.h" void UAnimNotify_CheckChargedAttack::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) { // cast the owner to the attacker interface if (ICombatAttacker* AttackerInterface = Cast(MeshComp->GetOwner())) { // tell the actor to check for a charged attack loop AttackerInterface->CheckChargedAttack(); } } FString UAnimNotify_CheckChargedAttack::GetNotifyName_Implementation() const { return FString("Check Charged Attack"); }