// Copyright (c) 2026 Reignance Studios. MIT License, see LICENSE. // Example only: a predicted ability with a stamina cost and a cooldown. // Tutorial: https://reignancestudios.com/tutorial-gas-predicted-cost-cooldown #pragma once #include "CoreMinimal.h" #include "Abilities/GameplayAbility.h" #include "RSExampleDashAbility.generated.h" UCLASS() class URSExampleDashAbility : public UGameplayAbility { GENERATED_BODY() public: URSExampleDashAbility(); virtual void ActivateAbility( const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override; protected: UPROPERTY(EditDefaultsOnly, Category = "Dash") float DashStrength = 1500.f; };