diff --git a/Project/Binaries/Win64/UnrealEditor-GasaEditor.dll b/Project/Binaries/Win64/UnrealEditor-GasaEditor.dll index 05c5633..9c92467 100644 --- a/Project/Binaries/Win64/UnrealEditor-GasaEditor.dll +++ b/Project/Binaries/Win64/UnrealEditor-GasaEditor.dll @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5bb8dfb7210f755361a29e7293ceacfa0d1b44c427fb5a33519fd85be4d65824 +oid sha256:b3f8cf69bc386bfe9c2fc5f35177a6e86dadd39ff73259e12c0f239dac00722b size 50546176 diff --git a/Project/Saved/AssetData/DataTableEditorLayout/DT_GasaAttributeSet.json b/Project/Saved/AssetData/DataTableEditorLayout/DT_GasaAttributeSet.json index a3782b6..197059d 100644 --- a/Project/Saved/AssetData/DataTableEditorLayout/DT_GasaAttributeSet.json +++ b/Project/Saved/AssetData/DataTableEditorLayout/DT_GasaAttributeSet.json @@ -2,10 +2,12 @@ "ColumnWidths": { "MaxValue": 165, - "Description": 135, + "Description": 226, "Category": 96, "BaseValue": 106, "Name": 82, - "MinAttribute": 327 + "MinAttribute": 103, + "bUseMaxAttribute": 129, + "bUseMinAttribute": 134 } } \ No newline at end of file diff --git a/Project/Source/Gasa/AbilitySystem/GasaAttributeSet.cpp b/Project/Source/Gasa/AbilitySystem/GasaAttributeSet.cpp index 101dc01..baedb03 100644 --- a/Project/Source/Gasa/AbilitySystem/GasaAttributeSet.cpp +++ b/Project/Source/Gasa/AbilitySystem/GasaAttributeSet.cpp @@ -73,7 +73,7 @@ void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackDat if ( Data.EvaluatedData.Attribute == GetHealthAttribute() ) { - SetHealth( FMath::Clamp( GetHealth(), 0, GetMaxHealth() ) ); + SetHealth( FMath::Clamp( GetHealth(), 0, 300.000000 ) ); } if ( Data.EvaluatedData.Attribute == GetManaAttribute() ) { @@ -103,8 +103,6 @@ void UGasaAttributeSet::PostGameplayEffectExecute( FGameplayEffectModCallbackDat { SetMaxMana( FMath::Clamp( GetMaxMana(), 0, 99999.000000 ) ); } - - Props.Populate( Data ); } void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue ) @@ -113,7 +111,7 @@ void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, if ( Attribute == GetHealthAttribute() ) { - NewValue = FMath::Clamp( NewValue, 0, GetMaxHealth() ); + NewValue = FMath::Clamp( NewValue, 0, 300.000000 ); } if ( Attribute == GetManaAttribute() ) {