Add more abilities in the sample

This commit is contained in:
Arnaud Jamin
2023-10-05 16:57:43 -04:00
parent e952256b98
commit 25f2e06400
83 changed files with 966 additions and 356 deletions
@@ -20,9 +20,6 @@ public:
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, Health);
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, MaxHealth);
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, HealthRegen)
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, Armor);
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, MaxArmor);
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, ArmorRegen)
ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Health, DamageResistance)
UFUNCTION()
@@ -34,15 +31,6 @@ public:
UFUNCTION()
virtual void OnRep_HealthRegen(const FGameplayAttributeData& PrevHealthRegen);
UFUNCTION()
virtual void OnRep_Armor(const FGameplayAttributeData& PrevArmor);
UFUNCTION()
virtual void OnRep_MaxArmor(const FGameplayAttributeData& PrevMaxArmor);
UFUNCTION()
virtual void OnRep_ArmorRegen(const FGameplayAttributeData& PrevArmorRegen);
UFUNCTION()
virtual void OnRep_DamageResistance(const FGameplayAttributeData& PrevDamageResistance);
@@ -63,16 +51,7 @@ private:
UPROPERTY(BlueprintReadOnly, Category = "Health", ReplicatedUsing = OnRep_HealthRegen, meta = (AllowPrivateAccess = "true"))
FGameplayAttributeData HealthRegen;
UPROPERTY(BlueprintReadOnly, Category = "Armor", ReplicatedUsing = OnRep_Armor, meta = (AllowPrivateAccess = "true"))
FGameplayAttributeData Armor;
UPROPERTY(BlueprintReadOnly, Category = "Armor", ReplicatedUsing = OnRep_MaxArmor, meta = (AllowPrivateAccess = "true"))
FGameplayAttributeData MaxArmor;
UPROPERTY(BlueprintReadOnly, Category = "Armor", ReplicatedUsing = OnRep_ArmorRegen, meta = (AllowPrivateAccess = "true"))
FGameplayAttributeData ArmorRegen;
UPROPERTY(BlueprintReadOnly, Category = "Armor", ReplicatedUsing = OnRep_DamageResistance, meta = (AllowPrivateAccess = "true"))
UPROPERTY(BlueprintReadOnly, Category = "Health", ReplicatedUsing = OnRep_DamageResistance, meta = (AllowPrivateAccess = "true"))
FGameplayAttributeData DamageResistance;
void ClampAttributes(const FGameplayAttribute& Attribute, float& NewValue) const;