2024-10-21 19:39:40 -07:00
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#include "GasaGen_AttributeSets.h"
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#include "GasaGen_Common.h"
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2024-10-22 10:07:50 -07:00
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#include "Gasa/AbilitySystem/GasaAbilitySystem.h"
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#include "Gasa/GasaDevOptions.h"
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using namespace gen;
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#pragma push_macro("UPROPERTY")
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#pragma push_macro("UFUNCTION")
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#pragma push_macro("FORCEINLINE")
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#pragma push_macro("ensure")
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#pragma push_macro("GET_MEMBER_NAME_CHECKED")
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#undef UPROPERTY
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#undef UFUNCTION
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#undef FORCEINLINE
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#undef ensure
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#undef GET_MEMBER_NAME_CHECKED
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2024-10-22 10:25:27 -07:00
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void gen_attribute_set_from_table( UDataTable* table, FString asset_name )
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{
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TMap<FName, TArray<FAttributeSetField>> AttributesByCategory;
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{
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TMap< FName, uint8* > const& RowMap = table->GetRowMap();
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for (const TPair<FName, uint8*>& Row : RowMap)
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{
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FAttributeSetField const* RowData = rcast( FAttributeSetField const* , Row.Value);
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// If category is empty, use a default category name
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FName CategoryName = RowData->Category.IsNone() ? FName(TEXT("Default")) : RowData->Category;
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TArray<FAttributeSetField>& CategoryAttributes = AttributesByCategory.FindOrAdd(CategoryName);
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CategoryAttributes.Add( * RowData);
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}
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}
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check( asset_name.StartsWith(TEXT("DT_") ))
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asset_name = asset_name.RightChop(3);
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String str_AssetName = to_string(asset_name);
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String class_name = String::fmt_buf(GlobalAllocator, "U%S", str_AssetName);
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String header_file_name = String::fmt_buf(GlobalAllocator, "%S.h", str_AssetName);
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String inlines_file_name = String::fmt_buf(GlobalAllocator, "%S_Inlines.h", str_AssetName);
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String path_header_file = String::fmt_buf(GlobalAllocator, path_gasa_ability_system "%S.h", str_AssetName);
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String path_inlines_file = String::fmt_buf(GlobalAllocator, path_gasa_ability_system "%S_Inlines.h", str_AssetName);
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String path_source_file = String::fmt_buf(GlobalAllocator, path_gasa_ability_system "%S.cpp", str_AssetName);
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String uht_include_file = String::fmt_buf(GlobalAllocator, "%S.generated.h", str_AssetName);
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CodeType type_UAttributeSet = def_type( txt("UAttributeSet") );
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CodeComment generation_notice = def_comment(txt("Generated by GasaEditor/GasaGen/GasaGen_AttributeSets.cpp"));
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CodeAttributes api_attribute = def_attributes( UModule_GASA_API->Name);
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Builder header = builder_open( path_header_file );
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{
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header.print(generation_notice);
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header.print(pragma_once);
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header.print(fmt_newline);
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CodeInclude Include_AttributeSet = def_include(txt("AttributeSet.h"));
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CodeInclude Include_GasaAttributeSet_Generated = def_include(uht_include_file);
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header.print( Include_AttributeSet);
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header.print( Include_GasaAttributeSet_Generated);
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header.print( fmt_newline);
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gen::CodeClass attribute_set_class = {};
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{
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CodeBody body = def_body( CodeT::Class_Body );
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{
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body.append( UHT_GENERATED_BODY);
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body.append( access_public );
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body.append( def_constructor() );
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body.append(fmt_newline);
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// Generate UPROPERTIES for each attribute field, organized by category
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for ( TPair< FName, TArray<FAttributeSetField>>& attributes : AttributesByCategory )
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{
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String category_name = to_string(attributes.Key);
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CodeComment category_cmt = def_comment(token_fmt("category_name", (StrC)category_name, "<category_name> Attributes"));
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body.append(category_cmt);
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body.append(fmt_newline);
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for (FAttributeSetField attribute : attributes.Value)
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{
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Code field_uproperty = code_fmt(
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"category", (StrC)to_string(attribute.Category),
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"property", (StrC)to_string(attribute.Name),
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stringize(
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UPROPERTY(ReplicatedUsing = Client_OnRep_<property>, EditAnywhere, BlueprintReadWrite, Category = "Attributes|<category>")
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FGameplayAttributeData <property>;
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));
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body.append(field_uproperty);
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}
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body.append(fmt_newline);
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body.append(fmt_newline);
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}
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// Generate OnReps for each attribute field
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for ( TPair< FName, TArray<FAttributeSetField>>& attributes : AttributesByCategory )
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for ( FAttributeSetField attribute : attributes.Value )
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{
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Code umeta_UFUNCTION = code_str(UFUNCTION());
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body.append(fmt_newline);
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body.append(umeta_UFUNCTION);
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body.append(fmt_newline);
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body.append(code_fmt("property", (StrC)to_string(attribute.Name), stringize(
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void Client_OnRep_<property>(FGameplayAttributeData& Prev<property>);
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)));
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}
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body.append(fmt_newline);
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body.append(fmt_newline);
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body.append(def_pragma(txt("region Getters")));
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{
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// Generate property getters
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for ( TPair< FName, TArray<FAttributeSetField>>& attributes : AttributesByCategory )
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for (FAttributeSetField attribute : attributes.Value)
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{
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CodeFn generated_get_attribute = parse_function(token_fmt(
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"class_name", (StrC)class_name,
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"property", (StrC)to_string(attribute.Name),
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stringize(
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static FGameplayAttribute Get<property>Attribute()
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{
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static FProperty* Prop = FindFieldChecked<FProperty>(<class_name>::StaticClass(), GET_MEMBER_NAME_CHECKED(<class_name>, <property>));
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return Prop;
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}
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)));
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body.append(generated_get_attribute);
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}
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body.append(fmt_newline);
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// Generate value getters
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for ( TPair< FName, TArray<FAttributeSetField>>& attributes : AttributesByCategory )
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for (FAttributeSetField attribute : attributes.Value)
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{
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body.append(code_fmt("property", (StrC)to_string(attribute.Name),
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stringize(
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FORCEINLINE float Get<property>() const
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{
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return <property>.GetCurrentValue();
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}
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)));
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}
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body.append(fmt_newline);
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}
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body.append(def_pragma(txt("endregion Getters")));
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body.append(fmt_newline);
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body.append(def_pragma(txt("region Setters")));
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{
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// Generate value setter forwards
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for ( TPair< FName, TArray<FAttributeSetField>>& attributes : AttributesByCategory )
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for (FAttributeSetField attribute : attributes.Value)
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{
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body.append(code_fmt("property", (StrC)to_string(attribute.Name),
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stringize(
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FORCEINLINE void Set<property>(float NewVal);
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)));
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}
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}
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body.append(def_pragma(txt("endregion Setters")));
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body.append(fmt_newline);
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body.append(def_pragma(txt("region AttributeSet")));
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body.append(code_str(
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void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
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void PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data) override;
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));
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body.append(def_pragma(txt("endregion AttributeSet")));
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body.append(fmt_newline);
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body.append(def_pragma(txt("region UObject")));
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CodeFn GetLifetimeOfReplicatedProps = parse_function(code(
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void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>&OutLifetimeProps) const override;
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));
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body.append(GetLifetimeOfReplicatedProps);
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body.append(def_pragma(txt("endregion UObject")));
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body.append(fmt_newline);
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}
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attribute_set_class = def_class( class_name, body
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, type_UAttributeSet, AccessSpec::Public
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, api_attribute
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);
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header.print(UHT_UCLASS);
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header.print(attribute_set_class);
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}
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header.write();
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format_file(path_header_file);
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}
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Builder inlines = builder_open( path_inlines_file );
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{
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inlines.print(generation_notice);
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inlines.print(pragma_once);
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inlines.print(fmt_newline);
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inlines.print(def_include(header_file_name));
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inlines.print(def_include(txt("AbilitySystemComponent.h")));
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inlines.print(fmt_newline);
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CodeBody body = def_body(ECode::Global_Body);
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{
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body.append(def_pragma(txt("region Attribute Setters")));
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{
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for (TPair< FName, TArray<FAttributeSetField>>& attributes : AttributesByCategory)
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for (FAttributeSetField attribute : attributes.Value)
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{
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CodeFn generated_get_attribute = parse_function(token_fmt(
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"class_name", (StrC)class_name,
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"property", (StrC)to_string(attribute.Name),
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stringize(
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FORCEINLINE void <class_name>::Set<property>(float NewVal)
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{
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UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
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if (ensure(AbilityComp))
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{
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AbilityComp->SetNumericAttributeBase(Get<property>Attribute(), NewVal);
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};
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}
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)));
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body.append(generated_get_attribute);
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}
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}
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body.append(def_pragma(txt("endregion Attribute Setters")));
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}
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inlines.print(body);
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inlines.print(fmt_newline);
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CodeNS ns_gasa = parse_namespace(token_fmt(
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"class_name", (StrC)class_name,
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stringize(
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namespace Gasa
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{
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inline
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<class_name> const* GetAttributeSet(UAbilitySystemComponent* ASC)
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{
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return Cast< <class_name> >(ASC->GetAttributeSet(<class_name>::StaticClass()));
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}
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}
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)));
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inlines.print(ns_gasa);
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inlines.write();
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format_file(path_inlines_file);
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}
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Builder source = builder_open( path_source_file );
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{
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source.print(generation_notice);
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header.print(fmt_newline);
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source.print(def_include(header_file_name));
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source.print(def_include(inlines_file_name));
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source.print(def_include(txt("EffectProperties.h")));
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source.print(fmt_newline);
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source.print(def_include(txt("AbilitySystemComponent.h")));
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source.print(def_include(txt("Net/UnrealNetwork.h")));
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source.print(def_include(txt("Networking/GasaNetLibrary.h")));
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source.print(def_include(txt("GameplayEffectExtension.h")));
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{
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CodeBody body = def_body(CodeT::Global_Body);
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body.append(fmt_newline);
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CodeConstructor constructor_for_UGasaAttributeSet = parse_constructor(code(
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UGasaAttributeSet::UGasaAttributeSet()
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{}
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));
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body.append(constructor_for_UGasaAttributeSet);
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// Generate Attribute fields implementation
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{
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body.append(fmt_newline);
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body.append(def_pragma(txt("region Rep Notifies")));
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for (TPair< FName, TArray<FAttributeSetField>>& attributes : AttributesByCategory)
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for (FAttributeSetField attribute : attributes.Value)
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{
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CodeFn field_impl = parse_function(token_fmt(
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"class_name", (StrC)class_name,
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"property", (StrC)to_string(attribute.Name),
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"from_notice", txt("\n// From GAMEPLAYATTRIBUTE_REPNOTIFY\n"),
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stringize(
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void <class_name>::Client_OnRep_<property>(FGameplayAttributeData & Prev<property>)
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{
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<from_notice>
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static FProperty* <class_name>Property = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(<class_name>, <property>));
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(<class_name>Property), <property>, Prev<property>);
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}
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)));
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body.append(field_impl);
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}
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body.append(def_pragma(txt("endregion Rep Notifies")));
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body.append(fmt_newline);
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}
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CodeFn PostGameplayEffectExecute;
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CodeFn PreAttributeChange;
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{
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CodeBody pre_attribute_clamps = def_body(CodeT::Function_Body);
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CodeBody post_attribute_clamps = def_body(CodeT::Function_Body);
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// Generate field clamping ops for the pre & post functions
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{
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pre_attribute_clamps.append(fmt_newline);
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pre_attribute_clamps.append(fmt_newline);
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post_attribute_clamps.append(fmt_newline);
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post_attribute_clamps.append(fmt_newline);
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for (TPair< FName, TArray<FAttributeSetField>>& attributes : AttributesByCategory)
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for (FAttributeSetField attribute : attributes.Value)
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{
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String clamp_min;
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if (attribute.bUseMinAttribute)
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clamp_min = get_cached_string(token_fmt("MinName", (StrC)to_string(attribute.MinAttribute), "Get<MinName>()"));
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else
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clamp_min = String::fmt_buf(GlobalAllocator, "%f", attribute.MinValue);
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String clamp_max;
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if (attribute.bUseMaxAttribute)
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clamp_max = get_cached_string(token_fmt("MaxName", (StrC)to_string(attribute.MaxAttribute), "Get<MaxName>()"));
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else
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clamp_max = String::fmt_buf(GlobalAllocator, "%f", attribute.MaxValue);
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pre_attribute_clamps.append(code_fmt(
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"field", (StrC)to_string(attribute.Name),
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"clamp_min", (StrC)clamp_min,
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"clamp_max", (StrC)clamp_max,
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stringize(
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if (Attribute == Get<field>Attribute())
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{
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NewValue = FMath::Clamp(NewValue, <clamp_min>, <clamp_max>);
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}
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)));
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post_attribute_clamps.append(code_fmt(
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"field", (StrC)to_string(attribute.Name),
|
|
|
|
"clamp_min", (StrC)clamp_min,
|
|
|
|
"clamp_max", (StrC)clamp_max,
|
|
|
|
stringize(
|
|
|
|
if (Data.EvaluatedData.Attribute == Get<field>Attribute())
|
|
|
|
{
|
|
|
|
Set<field>(FMath::Clamp(Get<field>(), <clamp_min>, <clamp_max>));
|
|
|
|
}
|
|
|
|
)));
|
|
|
|
}
|
|
|
|
|
|
|
|
pre_attribute_clamps.append(fmt_newline);
|
|
|
|
pre_attribute_clamps.append(fmt_newline);
|
|
|
|
post_attribute_clamps.append(fmt_newline);
|
|
|
|
post_attribute_clamps.append(fmt_newline);
|
|
|
|
}
|
|
|
|
|
|
|
|
PreAttributeChange = parse_function(token_fmt(
|
|
|
|
"class_name", (StrC)class_name,
|
|
|
|
"attribute_clamps", (StrC)pre_attribute_clamps.to_string(),
|
|
|
|
stringize(
|
|
|
|
void <class_name>::PreAttributeChange(FGameplayAttribute const& Attribute, float& NewValue)
|
|
|
|
{
|
|
|
|
Super::PreAttributeChange(Attribute, NewValue);
|
|
|
|
|
|
|
|
<attribute_clamps>
|
|
|
|
}
|
|
|
|
)));
|
|
|
|
|
|
|
|
PostGameplayEffectExecute = parse_function(token_fmt(
|
|
|
|
"class_name", (StrC)class_name,
|
|
|
|
"attribute_clamps", (StrC)post_attribute_clamps.to_string(),
|
|
|
|
stringize(
|
|
|
|
void <class_name>::PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data)
|
|
|
|
{
|
|
|
|
Super::PostGameplayEffectExecute(Data);
|
|
|
|
FEffectProperties Props;
|
|
|
|
Props.Populate(Data);
|
|
|
|
|
|
|
|
<attribute_clamps>
|
|
|
|
}
|
|
|
|
)));
|
|
|
|
|
|
|
|
body.append(PostGameplayEffectExecute);
|
|
|
|
body.append(fmt_newline);
|
|
|
|
|
|
|
|
body.append(PreAttributeChange);
|
|
|
|
body.append(fmt_newline);
|
|
|
|
}
|
|
|
|
|
|
|
|
CodeFn GetLifetimeOfReplicatedProps;
|
|
|
|
{
|
|
|
|
CodeBody field_lifetimes = def_body(CodeT::Function_Body);
|
|
|
|
field_lifetimes.append(fmt_newline);
|
|
|
|
field_lifetimes.append(fmt_newline);
|
|
|
|
for (TPair< FName, TArray<FAttributeSetField>>& attributes : AttributesByCategory)
|
|
|
|
for (FAttributeSetField attribute : attributes.Value)
|
|
|
|
{
|
|
|
|
field_lifetimes.append(code_fmt(
|
|
|
|
"class_name", (StrC)class_name,
|
|
|
|
"property", (StrC)to_string(attribute.Name),
|
|
|
|
stringize(
|
|
|
|
DOREPLIFETIME_DEFAULT_GAS( <class_name>, <property> );
|
|
|
|
)));
|
|
|
|
}
|
|
|
|
|
|
|
|
GetLifetimeOfReplicatedProps = parse_function(token_fmt(
|
|
|
|
"class_name", (StrC)class_name,
|
|
|
|
"property_lifetimes", (StrC)(field_lifetimes.to_string()),
|
|
|
|
stringize(
|
|
|
|
void <class_name>::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
|
|
|
|
{
|
|
|
|
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
|
|
|
|
<property_lifetimes>
|
|
|
|
}
|
|
|
|
)));
|
|
|
|
|
|
|
|
body.append(GetLifetimeOfReplicatedProps);
|
|
|
|
}
|
|
|
|
source.print(body);
|
|
|
|
}
|
|
|
|
source.write();
|
|
|
|
format_file(path_source_file);
|
|
|
|
}
|
2024-10-21 19:39:40 -07:00
|
|
|
}
|
2024-10-22 10:25:27 -07:00
|
|
|
|
|
|
|
void generate_AttributeSets()
|
|
|
|
{
|
|
|
|
// All attribute sets are tracked in Gasa's dev options for this project.
|
|
|
|
TArray< TSoftObjectPtr<UDataTable>> AttributeSetTables = Gasa::GetDevOptions()->AttributeSets;
|
|
|
|
check( AttributeSetTables.Num() > 0 );
|
|
|
|
|
|
|
|
for ( TSoftObjectPtr<UDataTable> table : AttributeSetTables )
|
|
|
|
{
|
|
|
|
FGraphEventRef LoadTableTask;
|
|
|
|
UDataTable* AttributeSetTable = nullptr;
|
|
|
|
FGraphEventArray Prerequisites;
|
|
|
|
LoadTableTask = FFunctionGraphTask::CreateAndDispatchWhenReady(
|
|
|
|
[ & AttributeSetTable, & AttributeSetTables ]()
|
|
|
|
{
|
|
|
|
AttributeSetTable = AttributeSetTables[0].LoadSynchronous();
|
|
|
|
},
|
|
|
|
TStatId(), &Prerequisites, ENamedThreads::GameThread
|
|
|
|
);
|
|
|
|
FTaskGraphInterface::Get().WaitUntilTaskCompletes(LoadTableTask);
|
|
|
|
|
|
|
|
gen_attribute_set_from_table( AttributeSetTable, table.GetAssetName() );
|
|
|
|
}
|
|
|
|
}
|
2024-10-22 10:07:50 -07:00
|
|
|
|
|
|
|
#pragma pop_macro("UPROPERTY")
|
|
|
|
#pragma pop_macro("UFUNCTION")
|
|
|
|
#pragma pop_macro("FORCEINLINE")
|
|
|
|
#pragma pop_macro("ensure")
|
2024-10-22 10:25:27 -07:00
|
|
|
#pragma pop_macro("GET_MEMBER_NAME_CHECKED")
|
2024-10-21 19:39:40 -07:00
|
|
|
|