GASATHON/Project/Source/Gasa/AbilitySystem/GasaAttributeSet.h

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// This was generated by GasaGen/GasaGen.cpp
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#include "AttributeSet.h"
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#include "GasaAttributeSet.generated.h"
UCLASS() class GASA_API UGasaAttributeSet : public UAttributeSet
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{
GENERATED_BODY()
public:
UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData Health;
UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData MaxHealth;
UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData Mana;
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UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
FGameplayAttributeData MaxMana;
UGasaAttributeSet();
UFUNCTION()
void Client_OnRep_Health( FGameplayAttributeData& PrevHealth );
UFUNCTION()
void Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth );
UFUNCTION()
void Client_OnRep_Mana( FGameplayAttributeData& PrevMana );
UFUNCTION()
void Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana );
#pragma region UObject
void GetLifetimeReplicatedProps( TArray< FLifetimeProperty >& OutLifetimeProps ) const override;
#pragma endregion UObject
};