25. Attribut accessors complete
There is some jank, with the ability system init on character (I'll fix later). Cog replaces the usuals showdebug command
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@ -73,6 +73,7 @@ void AGasaPlayerController::OnPossess(APawn* InPawn)
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AGasaPlayerState* PS = GetPlayerState();
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AGasaCharacter* character = Cast<AGasaCharacter>(InPawn);
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// Net Owner setup ability system
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if (0)
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{
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character->AbilitySystem = PS->AbilitySystem;
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character->Attributes = PS->Attributes;
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@ -1,6 +1,7 @@
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#include "GasaPlayerState.h"
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#include "AbilitySystem/GasaAbilitySystemComponent.h"
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#include "AbilitySystem/GasaAttributeSet.h"
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AGasaPlayerState::AGasaPlayerState()
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{
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@ -8,7 +9,7 @@ AGasaPlayerState::AGasaPlayerState()
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AbilitySystem->SetIsReplicated(true);
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AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
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Attributes = CreateDefaultSubobject<UAttributeSet>("Attributes");
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Attributes = CreateDefaultSubobject<UGasaAttributeSet>("Attributes");
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// Replication
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NetUpdateFrequency = 100.f;
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