#pragma once #include "CoreMinimal.h" #include "CogSampleFunctionLibrary_Gameplay.generated.h" class UAbilitySystemComponent; struct FGameplayAttribute; struct FGameplayAttributeData; #define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \ GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \ GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \ GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \ GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName) UCLASS(meta = (ScriptName = "CogSampleFunctionLibrary_Gameplay")) class UCogSampleFunctionLibrary_Gameplay : public UBlueprintFunctionLibrary { GENERATED_BODY() public: static void AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty); };