Switch to unreal 5.3 (Fix warning)

This commit is contained in:
Arnaud Jamin
2024-02-27 23:07:09 -05:00
parent 7543b49ef7
commit 14ca7e035e
15 changed files with 32 additions and 18 deletions
+3 -3
View File
@@ -463,9 +463,9 @@ void UCogSampleAreaComponent::RefreshOtherComponentsValues()
}
else if (UNiagaraComponent* NiagaraComponent = Cast<UNiagaraComponent>(SceneComponent))
{
NiagaraComponent->SetNiagaraVariableVec3("HalfExtent", HalfExtent);
NiagaraComponent->SetNiagaraVariableFloat("TickRate", TickRate);
NiagaraComponent->SetNiagaraVariableFloat("Duration", Duration);
NiagaraComponent->SetVariableVec3(HalfExtentName, HalfExtent);
NiagaraComponent->SetVariableFloat(TickRateName, TickRate);
NiagaraComponent->SetVariableFloat(DurationName, Duration);
}
}
}
@@ -100,6 +100,15 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area")
bool OnlyDetectOnAuthority = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area")
FName HalfExtentName = "HalfExtent";
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area")
FName TickRateName = "TickRate";
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area")
FName DurationName = "Duration";
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Area")
TArray<FCogSampleAreaEffectConfig> Effects;
-7
View File
@@ -122,12 +122,6 @@ void ACogSampleCharacter::BeginPlay()
void ACogSampleCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::MarkComponentsAsPendingKill()
{
Super::MarkComponentsAsPendingKill();
UnregisterFromAbilitySystemEvents();
}
@@ -138,7 +132,6 @@ UAbilitySystemComponent* ACogSampleCharacter::GetAbilitySystemComponent() const
return AbilitySystem;
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::PossessedBy(AController* NewController)
{
-2
View File
@@ -105,8 +105,6 @@ public:
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void MarkComponentsAsPendingKill() override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
virtual void PossessedBy(AController* NewController) override;
@@ -490,3 +490,15 @@ void UCogSampleFunctionLibrary_Gameplay::MakeOutgoingSpecs(
}
}
}
//--------------------------------------------------------------------------------------------------------------------------
const UGameplayEffectComponent* UCogSampleFunctionLibrary_Gameplay::GetEffectComponent(const UGameplayEffect* Effect, TSubclassOf<UGameplayEffectComponent> ClassToFind)
{
if (Effect == nullptr)
{
return nullptr;
}
const UGameplayEffectComponent* EffectComponent = Effect->FindComponent(ClassToFind);
return EffectComponent;
}
@@ -88,6 +88,9 @@ public:
UFUNCTION(BlueprintCallable)
static bool IsDead(const AActor* Actor);
UFUNCTION(BlueprintCallable)
static const UGameplayEffectComponent* GetEffectComponent(const UGameplayEffect* Effect, TSubclassOf<UGameplayEffectComponent> ClassToFind);
static void AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty);
static FCollisionObjectQueryParams ConfigureCollisionObjectParams(const TArray<TEnumAsByte<EObjectTypeQuery>>& ObjectTypes);
@@ -109,5 +112,4 @@ public:
static void MakeOutgoingSpecs(const AActor* Actor, const TArray<TSubclassOf<UGameplayEffect>>& Effects, const TArray<FGameplayEffectSpecHandle>& BakedEffects, TMap<TSubclassOf<UGameplayEffect>, FGameplayEffectSpecHandle>& Result);
static APlayerController* GetFirstLocalPlayerController(UObject* WorldContextObject);
};
@@ -101,7 +101,7 @@ bool UCogSampleGameplayAbility::CheckCost(const FGameplayAbilitySpecHandle Handl
//-----------------------------------------------------------------------------------
// Can start ability if it cost stamina and stamina > 0
//-----------------------------------------------------------------------------------
if (CostEffect->InheritableGameplayEffectTags.CombinedTags.HasTag(Tag_Effect_Type_Cost_Stamina))
if (CostEffect->GetAssetTags().HasTag(Tag_Effect_Type_Cost_Stamina))
{
const float Stamina = ActorInfo->AbilitySystemComponent->GetNumericAttribute(UCogSampleAttributeSet_Caster::GetStaminaAttribute());
if (Stamina > 0)