46. PostGameplayEffectExecute
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Project/Binaries/Win64/UnrealEditor-GasaEditor.dll
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Project/Binaries/Win64/UnrealEditor-GasaEditor.dll
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38
Project/Source/Gasa/AbilitySystem/EffectProperties.cpp
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38
Project/Source/Gasa/AbilitySystem/EffectProperties.cpp
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@ -0,0 +1,38 @@
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#include "EffectProperties.h"
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#include "AbilitySystemComponent.h"
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#include "AbilitySystemGlobals.h"
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#include "GameplayEffect.h"
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#include "GameplayEffectExtension.h"
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#include "GameFramework/Pawn.h"
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#include "GameFramework/PlayerController.h"
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void FEffectProperties::Populate(FGameplayEffectModCallbackData const& Data)
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{
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Context = Data.EffectSpec.GetContext();
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SourceAbilitySystem = Context.GetOriginalInstigatorAbilitySystemComponent();
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if (IsValid(SourceAbilitySystem)
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&& SourceAbilitySystem->AbilityActorInfo.IsValid()
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&& SourceAbilitySystem->AbilityActorInfo->AvatarActor.IsValid())
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{
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FGameplayAbilityActorInfo* AbilityInfo = SourceAbilitySystem->AbilityActorInfo.Get();
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SourceAvatar = AbilityInfo->AvatarActor.Get();
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SourceController = AbilityInfo->PlayerController.Get();
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if (SourceController == nullptr && SourceAvatar)
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{
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APawn* Pawn = Cast<APawn>(SourceAvatar);
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if (Pawn)
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SourceController = Pawn->GetController();
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}
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}
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if (Data.Target.AbilityActorInfo.IsValid() && Data.Target.AbilityActorInfo->AvatarActor.IsValid())
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{
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FGameplayAbilityActorInfo* AbilityInfo = Data.Target.AbilityActorInfo.Get();
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TargetAvatar = AbilityInfo->AvatarActor.Get();
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TargetController = AbilityInfo->PlayerController.Get();
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TargetAbilitySystem = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(TargetAvatar);
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}
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}
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34
Project/Source/Gasa/AbilitySystem/EffectProperties.h
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34
Project/Source/Gasa/AbilitySystem/EffectProperties.h
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@ -0,0 +1,34 @@
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#pragma once
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#include "GameplayEffectTypes.h"
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#include "GasaCommon.h"
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#include "EffectProperties.generated.h"
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USTRUCT()
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struct GASA_API FEffectProperties
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{
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GENERATED_BODY()
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FGameplayEffectContextHandle Context;
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UPROPERTY(VisibleAnywhere)
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UAbilitySystemComponent* SourceAbilitySystem;
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UPROPERTY(VisibleAnywhere)
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AActor* SourceAvatar;
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UPROPERTY(VisibleAnywhere)
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AController* SourceController;
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UPROPERTY(VisibleAnywhere)
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UAbilitySystemComponent* TargetAbilitySystem;
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UPROPERTY(VisibleAnywhere)
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AActor* TargetAvatar;
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UPROPERTY(VisibleAnywhere)
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APlayerController* TargetController;
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void Populate(FGameplayEffectModCallbackData const& Data);
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};
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@ -18,7 +18,7 @@ namespace Gasa
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// From: UAbilitySystemGlobals::GetAbilitySystemComponentFromActor
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inline
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UGasaAbilitySystemComp* GetAbilitySystem(AActor* Actor, bool LookForComponent = false)
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UGasaAbilitySystemComp* GetAbilitySystem(AActor* Actor, bool LookForComponent = true)
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{
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if (Actor == nullptr)
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return nullptr;
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@ -1,6 +1,7 @@
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// Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp
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#include "GasaAttributeSet.h"
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#include "GasaAttributeSet_Inlines.h"
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#include "EffectProperties.h"
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#include "AbilitySystemComponent.h"
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#include "Net/UnrealNetwork.h"
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@ -8,66 +9,79 @@
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UGasaAttributeSet::UGasaAttributeSet()
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{
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InitHealth( 100.f );
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InitMaxHealth( 100.f );
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InitMana( 50.f );
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InitMaxMana( 50.f );
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InitHealth(100.f);
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InitMaxHealth(100.f);
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InitMana(50.f);
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InitMaxMana(50.f);
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}
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#pragma region Rep Notifies
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void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth )
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void UGasaAttributeSet::Client_OnRep_Health(FGameplayAttributeData& PrevHealth)
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Health, PrevHealth );
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Health));
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), Health, PrevHealth);
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}
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void UGasaAttributeSet::Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth )
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void UGasaAttributeSet::Client_OnRep_MaxHealth(FGameplayAttributeData& PrevMaxHealth)
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxHealth, PrevMaxHealth );
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxHealth));
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), MaxHealth,
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PrevMaxHealth);
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}
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void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana )
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void UGasaAttributeSet::Client_OnRep_Mana(FGameplayAttributeData& PrevMana)
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), Mana, PrevMana );
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Mana));
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), Mana, PrevMana);
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}
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void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana )
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void UGasaAttributeSet::Client_OnRep_MaxMana(FGameplayAttributeData& PrevMaxMana)
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{
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// From GAMEPLAYATTRIBUTE_REPNOTIFY
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication( FGameplayAttribute( UGasaAttributeSetProperty ), MaxMana, PrevMaxMana );
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static FProperty* UGasaAttributeSetProperty = FindFieldChecked<FProperty>(StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxMana));
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GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(UGasaAttributeSetProperty), MaxMana,
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PrevMaxMana);
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}
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#pragma endregion Rep Notifies
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void UGasaAttributeSet::PreAttributeChange( FGameplayAttribute const& Attribute, float& NewValue )
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void UGasaAttributeSet::PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data)
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{
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Super::PreAttributeChange( Attribute, NewValue );
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Super::PostGameplayEffectExecute(Data);
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FEffectProperties Props;
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Props.Populate(Data);
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}
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if ( Attribute == GetHealthAttribute() )
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void UGasaAttributeSet::PreAttributeChange(FGameplayAttribute const& Attribute, float& NewValue)
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{
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Super::PreAttributeChange(Attribute, NewValue);
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if (Attribute == GetHealthAttribute())
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{
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NewValue = FMath::Clamp( NewValue, 0, GetMaxHealth() );
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NewValue = FMath::Clamp(NewValue, 0, GetMaxHealth());
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}
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if ( Attribute == GetMaxHealthAttribute() )
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if (Attribute == GetMaxHealthAttribute())
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{
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NewValue = FMath::Clamp( NewValue, 0, 99999.000000 );
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NewValue = FMath::Clamp(NewValue, 0, 99999.000000);
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}
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if ( Attribute == GetManaAttribute() )
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if (Attribute == GetManaAttribute())
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{
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NewValue = FMath::Clamp( NewValue, 0, GetMaxMana() );
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NewValue = FMath::Clamp(NewValue, 0, GetMaxMana());
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}
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if ( Attribute == GetMaxManaAttribute() )
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if (Attribute == GetMaxManaAttribute())
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{
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NewValue = FMath::Clamp( NewValue, 0, 99999.000000 );
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NewValue = FMath::Clamp(NewValue, 0, 99999.000000);
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}
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}
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void UGasaAttributeSet::GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const
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{
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Super::GetLifetimeReplicatedProps( OutLifetimeProps );
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DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Health );
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DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxHealth );
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DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, Mana );
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DOREPLIFETIME_DEFAULT_GAS( UGasaAttributeSet, MaxMana );
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void UGasaAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, Health);
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DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, MaxHealth);
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DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, Mana);
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DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, MaxMana);
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}
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@ -8,46 +8,50 @@ UCLASS()
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class GASA_API UGasaAttributeSet : public UAttributeSet
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{
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GENERATED_BODY()
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public:
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UGasaAttributeSet();
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UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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UPROPERTY(ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes")
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FGameplayAttributeData Health;
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UPROPERTY( ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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UPROPERTY(ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes")
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FGameplayAttributeData MaxHealth;
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UPROPERTY( ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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UPROPERTY(ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes")
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FGameplayAttributeData Mana;
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UPROPERTY( ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" )
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UPROPERTY(ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes")
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FGameplayAttributeData MaxMana;
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UFUNCTION()
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void Client_OnRep_Health( FGameplayAttributeData& PrevHealth );
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void Client_OnRep_Health(FGameplayAttributeData& PrevHealth);
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UFUNCTION()
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void Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth );
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void Client_OnRep_MaxHealth(FGameplayAttributeData& PrevMaxHealth);
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UFUNCTION()
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void Client_OnRep_Mana( FGameplayAttributeData& PrevMana );
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void Client_OnRep_Mana(FGameplayAttributeData& PrevMana);
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UFUNCTION()
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void Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana );
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void Client_OnRep_MaxMana(FGameplayAttributeData& PrevMaxMana);
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#pragma region Getters
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static FGameplayAttribute GetHealthAttribute()
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{
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) );
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static FProperty* Prop = FindFieldChecked<FProperty>(UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Health));
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return Prop;
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}
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static FGameplayAttribute GetMaxHealthAttribute()
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{
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) );
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static FProperty* Prop = FindFieldChecked<FProperty>(UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxHealth));
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return Prop;
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}
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static FGameplayAttribute GetManaAttribute()
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{
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) );
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static FProperty* Prop = FindFieldChecked<FProperty>(UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, Mana));
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return Prop;
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}
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static FGameplayAttribute GetMaxManaAttribute()
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{
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static FProperty* Prop = FindFieldChecked<FProperty>( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) );
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static FProperty* Prop = FindFieldChecked<FProperty>(UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(UGasaAttributeSet, MaxMana));
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return Prop;
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}
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@ -55,41 +59,45 @@ public:
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FORCEINLINE float GetMaxHealth() const { return MaxHealth.GetCurrentValue(); }
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FORCEINLINE float GetMana() const { return Mana.GetCurrentValue(); }
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FORCEINLINE float GetMaxMana() const { return MaxMana.GetCurrentValue(); }
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#pragma endregion Getters
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#pragma endregion Getters
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#pragma region Setters
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FORCEINLINE void SetHealth( float NewVal );
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FORCEINLINE void SetMaxHealth( float NewVal );
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FORCEINLINE void SetMana( float NewVal );
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FORCEINLINE void SetMaxMana( float NewVal );
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FORCEINLINE void SetHealth(float NewVal);
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FORCEINLINE void SetMaxHealth(float NewVal);
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FORCEINLINE void SetMana(float NewVal);
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FORCEINLINE void SetMaxMana(float NewVal);
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FORCEINLINE void InitHealth( float NewVal )
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FORCEINLINE void InitHealth(float NewVal)
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{
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Health.SetBaseValue( NewVal );
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Health.SetCurrentValue( NewVal );
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Health.SetBaseValue(NewVal);
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Health.SetCurrentValue(NewVal);
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}
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FORCEINLINE void InitMaxHealth( float NewVal )
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FORCEINLINE void InitMaxHealth(float NewVal)
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{
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MaxHealth.SetBaseValue( NewVal );
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MaxHealth.SetCurrentValue( NewVal );
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MaxHealth.SetBaseValue(NewVal);
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MaxHealth.SetCurrentValue(NewVal);
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}
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FORCEINLINE void InitMana( float NewVal )
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FORCEINLINE void InitMana(float NewVal)
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{
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Mana.SetBaseValue( NewVal );
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Mana.SetCurrentValue( NewVal );
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Mana.SetBaseValue(NewVal);
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Mana.SetCurrentValue(NewVal);
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}
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FORCEINLINE void InitMaxMana( float NewVal )
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FORCEINLINE void InitMaxMana(float NewVal)
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{
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MaxMana.SetBaseValue( NewVal );
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MaxMana.SetCurrentValue( NewVal );
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MaxMana.SetBaseValue(NewVal);
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MaxMana.SetCurrentValue(NewVal);
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}
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#pragma endregion Setters
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#pragma endregion Setters
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#pragma region AttributeSet
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void PreAttributeChange( const FGameplayAttribute& Attribute, float& NewValue ) override;
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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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#pragma endregion AttributeSet
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#pragma region UObject
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void GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps ) const override;
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void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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#pragma endregion UObject
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};
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@ -21,6 +21,8 @@
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#pragma region Engine Forwards
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struct FInputActionValue;
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struct FGameplayEffectContextHandle;
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struct FGameplayEffectModCallbackData;
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struct FOnAttributeChangeData;
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struct FReplicationFlags;
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@ -104,7 +104,7 @@ void gen_UGasaAttributeSet()
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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 PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, 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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@ -170,6 +170,7 @@ void gen_UGasaAttributeSet()
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header.print(fmt_newline);
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source.print( def_include( txt("GasaAttributeSet.h")));
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source.print( def_include( txt("GasaAttributeSet_Inlines.h")));
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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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@ -191,6 +192,17 @@ void gen_UGasaAttributeSet()
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impl_attribute_fields( body, class_name, attribute_fields);
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Code PostGameplayEffectExecute = parse_function( code(
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void UGasaAttributeSet::PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data)
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{
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Super::PostGameplayEffectExecute(Data);
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FEffectProperties Props;
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Props.Populate(Data);
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}
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));
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body.append(PostGameplayEffectExecute);
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body.append(fmt_newline);
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CodeFn PreAttributeChange;
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{
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CodeBody attribute_clamps = def_body( CodeT::Function_Body );
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@ -221,6 +233,8 @@ void gen_UGasaAttributeSet()
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}
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)));
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}
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attribute_clamps.append(fmt_newline);
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attribute_clamps.append(fmt_newline);
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PreAttributeChange = parse_function( token_fmt( "attribute_clamps", (StrC)attribute_clamps.to_string(), stringize(
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void UGasaAttributeSet::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
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{
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@ -230,6 +244,7 @@ void gen_UGasaAttributeSet()
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)));
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}
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body.append(PreAttributeChange);
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body.append(fmt_newline);
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CodeFn GetLifetimeOfReplicatedProps;
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{
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Block a user