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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							| @@ -25,3 +25,4 @@ Project/Binaries/GasaGen.exe | ||||
| Project/Binaries/GasaGen.map | ||||
| Project/Binaries/GasaGen.obj | ||||
| Project/Binaries/vc140.pdb | ||||
| Project/Saved/Config/ConsoleHistory.ini | ||||
|   | ||||
										
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							| @@ -1,5 +1,3 @@ | ||||
|  | ||||
|  | ||||
| [/Script/EngineSettings.GeneralProjectSettings] | ||||
| ProjectID=70BA0A3B40E2B9899612678C078FC24A | ||||
| Description=GASATHON | ||||
| @@ -10,3 +8,5 @@ CopyrightNotice= | ||||
| Tag_PPV=Global_PPV | ||||
| Tag_GlobalPPV=Global_PPV | ||||
|  | ||||
| [/Script/GameplayAbilities.AbilitySystemGlobals] | ||||
| bUseDebugTargetFromHud=true | ||||
|   | ||||
							
								
								
									
										
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								Project/Content/Levels/StartupMap.umap
									 (Stored with Git LFS)
									
									
									
									
								
							
							
						
						
									
										
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								Project/Content/Levels/StartupMap.umap
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							| @@ -1,3 +0,0 @@ | ||||
| [ConsoleHistory] | ||||
| History=Cog.ToggleInput | ||||
|  | ||||
| @@ -8,7 +8,7 @@ | ||||
| #include "GasaAbilitySystemComponent.generated.h" | ||||
|  | ||||
|  | ||||
| UCLASS() | ||||
| UCLASS(BlueprintType) | ||||
| class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent | ||||
| { | ||||
| 	GENERATED_BODY() | ||||
|   | ||||
| @@ -7,6 +7,10 @@ | ||||
|  | ||||
| UGasaAttributeSet::UGasaAttributeSet() | ||||
| { | ||||
| 	InitHealth( 100.f ); | ||||
| 	InitMaxHealth( 100.f ); | ||||
| 	InitMana( ( 50.f ) ); | ||||
| 	InitMaxMana( 50.f ); | ||||
| } | ||||
|  | ||||
| void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth ) | ||||
|   | ||||
| @@ -1,7 +1,7 @@ | ||||
| // This was generated by GasaGen/GasaGen.cpp | ||||
|  | ||||
| #include "AttributeSet.h" | ||||
|  | ||||
| #include "AbilitySystemComponent.h" | ||||
| #include "GasaAttributeSet.generated.h" | ||||
|  | ||||
| UCLASS() class GASA_API UGasaAttributeSet : public UAttributeSet | ||||
| @@ -11,13 +11,13 @@ public: | ||||
| 	UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" ) | ||||
| 	FGameplayAttributeData Health; | ||||
|  | ||||
| 	UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" ) | ||||
| 	UPROPERTY( ReplicatedUsing = Client_OnRep_MaxHealth, EditAnywhere, BlueprintReadWrite, Category = "Attributes" ) | ||||
| 	FGameplayAttributeData MaxHealth; | ||||
|  | ||||
| 	UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" ) | ||||
| 	UPROPERTY( ReplicatedUsing = Client_OnRep_Mana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" ) | ||||
| 	FGameplayAttributeData Mana; | ||||
|  | ||||
| 	UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" ) | ||||
| 	UPROPERTY( ReplicatedUsing = Client_OnRep_MaxMana, EditAnywhere, BlueprintReadWrite, Category = "Attributes" ) | ||||
| 	FGameplayAttributeData MaxMana; | ||||
|  | ||||
| 	UGasaAttributeSet(); | ||||
| @@ -31,6 +31,117 @@ public: | ||||
| 	UFUNCTION() | ||||
| 	void Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana ); | ||||
|  | ||||
| #pragma region Getters | ||||
|  | ||||
| 	static FGameplayAttribute GetHealthAttribute() | ||||
| 	{ | ||||
| 		static FProperty* Prop = FindFieldChecked< FProperty >( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Health ) ); | ||||
| 		return Prop; | ||||
| 	} | ||||
|  | ||||
| 	static FGameplayAttribute GetMaxHealthAttribute() | ||||
| 	{ | ||||
| 		static FProperty* Prop = FindFieldChecked< FProperty >( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxHealth ) ); | ||||
| 		return Prop; | ||||
| 	} | ||||
|  | ||||
| 	static FGameplayAttribute GetManaAttribute() | ||||
| 	{ | ||||
| 		static FProperty* Prop = FindFieldChecked< FProperty >( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, Mana ) ); | ||||
| 		return Prop; | ||||
| 	} | ||||
|  | ||||
| 	static FGameplayAttribute GetMaxManaAttribute() | ||||
| 	{ | ||||
| 		static FProperty* Prop = FindFieldChecked< FProperty >( UGasaAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED( UGasaAttributeSet, MaxMana ) ); | ||||
| 		return Prop; | ||||
| 	} | ||||
|  | ||||
| 	FORCEINLINE float GetHealth() const | ||||
| 	{ | ||||
| 		return Health.GetCurrentValue(); | ||||
| 	} | ||||
|  | ||||
| 	FORCEINLINE float GetMaxHealth() const | ||||
| 	{ | ||||
| 		return MaxHealth.GetCurrentValue(); | ||||
| 	} | ||||
|  | ||||
| 	FORCEINLINE float GetMana() const | ||||
| 	{ | ||||
| 		return Mana.GetCurrentValue(); | ||||
| 	} | ||||
|  | ||||
| 	FORCEINLINE float GetMaxMana() const | ||||
| 	{ | ||||
| 		return MaxMana.GetCurrentValue(); | ||||
| 	} | ||||
|  | ||||
| #pragma endregion Getters | ||||
|  | ||||
| #pragma region Setters | ||||
| 	FORCEINLINE void SetHealth( float NewVal ) | ||||
| 	{ | ||||
| 		UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); | ||||
| 		if ( ensure( AbilityComp ) ) | ||||
| 		{ | ||||
| 			AbilityComp->SetNumericAttributeBase( GetHealthAttribute(), NewVal ); | ||||
| 		}; | ||||
| 	} | ||||
|  | ||||
| 	FORCEINLINE void SetMaxHealth( float NewVal ) | ||||
| 	{ | ||||
| 		UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); | ||||
| 		if ( ensure( AbilityComp ) ) | ||||
| 		{ | ||||
| 			AbilityComp->SetNumericAttributeBase( GetMaxHealthAttribute(), NewVal ); | ||||
| 		}; | ||||
| 	} | ||||
|  | ||||
| 	FORCEINLINE void SetMana( float NewVal ) | ||||
| 	{ | ||||
| 		UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); | ||||
| 		if ( ensure( AbilityComp ) ) | ||||
| 		{ | ||||
| 			AbilityComp->SetNumericAttributeBase( GetManaAttribute(), NewVal ); | ||||
| 		}; | ||||
| 	} | ||||
|  | ||||
| 	FORCEINLINE void SetMaxMana( float NewVal ) | ||||
| 	{ | ||||
| 		UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); | ||||
| 		if ( ensure( AbilityComp ) ) | ||||
| 		{ | ||||
| 			AbilityComp->SetNumericAttributeBase( GetMaxManaAttribute(), NewVal ); | ||||
| 		}; | ||||
| 	} | ||||
|  | ||||
| 	FORCEINLINE void InitHealth( float NewVal ) | ||||
| 	{ | ||||
| 		Health.SetBaseValue( NewVal ); | ||||
| 		Health.SetCurrentValue( NewVal ); | ||||
| 	} | ||||
|  | ||||
| 	FORCEINLINE void InitMaxHealth( float NewVal ) | ||||
| 	{ | ||||
| 		MaxHealth.SetBaseValue( NewVal ); | ||||
| 		MaxHealth.SetCurrentValue( NewVal ); | ||||
| 	} | ||||
|  | ||||
| 	FORCEINLINE void InitMana( float NewVal ) | ||||
| 	{ | ||||
| 		Mana.SetBaseValue( NewVal ); | ||||
| 		Mana.SetCurrentValue( NewVal ); | ||||
| 	} | ||||
|  | ||||
| 	FORCEINLINE void InitMaxMana( float NewVal ) | ||||
| 	{ | ||||
| 		MaxMana.SetBaseValue( NewVal ); | ||||
| 		MaxMana.SetCurrentValue( NewVal ); | ||||
| 	} | ||||
|  | ||||
| #pragma endregion Setters | ||||
|  | ||||
| #pragma region UObject | ||||
|  | ||||
| 	void GetLifetimeReplicatedProps( TArray< FLifetimeProperty >& OutLifetimeProps ) const override; | ||||
|   | ||||
| @@ -3,4 +3,6 @@ | ||||
| AEnemyCharacter::AEnemyCharacter() | ||||
| { | ||||
| 	PrimaryActorTick.bCanEverTick = true; | ||||
|  | ||||
| 	bAutoAbilitySystem = true; | ||||
| } | ||||
|   | ||||
| @@ -8,6 +8,7 @@ | ||||
| #include "Kismet/KismetSystemLibrary.h" | ||||
|  | ||||
| #include "AbilitySystem/GasaAbilitySystemComponent.h" | ||||
| #include "AbilitySystem/GasaAttributeSet.h" | ||||
| #include "Game/GasaLevelScriptActor.h" | ||||
|  | ||||
| void AGasaCharacter::SetHighlight(EHighlight Desired) | ||||
| @@ -45,7 +46,7 @@ AGasaCharacter::AGasaCharacter() | ||||
| 		AbilitySystem->SetIsReplicated(true); | ||||
| 		AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Minimal); | ||||
| 		 | ||||
| 		Attributes = CreateDefaultSubobject<UAttributeSet>("Attributes"); | ||||
| 		Attributes = CreateDefaultSubobject<UGasaAttributeSet>("Attributes"); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| @@ -71,6 +72,12 @@ void AGasaCharacter::OnRep_PlayerState() | ||||
| void AGasaCharacter::BeginPlay() | ||||
| { | ||||
| 	Super::BeginPlay(); | ||||
|  | ||||
| 	if (bAutoAbilitySystem) | ||||
| 	{ | ||||
| 		// TODO(Ed): Do we need to do this for enemies? | ||||
| 		AbilitySystem->InitAbilityActorInfo(this, this); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void AGasaCharacter::Tick(float DeltaSeconds) | ||||
|   | ||||
| @@ -9,6 +9,19 @@ APlayerCharacter::APlayerCharacter() | ||||
| 	bAutoAbilitySystem = false; | ||||
| } | ||||
|  | ||||
| void APlayerCharacter::PossessedBy(AController* NewController) | ||||
| { | ||||
| 	Super::PossessedBy(NewController); | ||||
|  | ||||
| 	AGasaPlayerState* PS = GetGasaPlayerState(); | ||||
| 	// Server setup ability system (character side) | ||||
| 	{ | ||||
| 		AbilitySystem = PS->AbilitySystem; | ||||
| 		Attributes    = PS->Attributes; | ||||
| 		AbilitySystem->InitAbilityActorInfo(PS, this); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void APlayerCharacter::OnRep_PlayerState() | ||||
| { | ||||
| 	Super::OnRep_PlayerState(); | ||||
|   | ||||
| @@ -13,6 +13,8 @@ public: | ||||
| 	APlayerCharacter(); | ||||
|  | ||||
| #pragma region Pawn | ||||
| 	void PossessedBy(AController* NewController) override; | ||||
| 	 | ||||
| 	void OnRep_PlayerState() override; | ||||
| #pragma endregion Pawn | ||||
| }; | ||||
|   | ||||
| @@ -73,6 +73,7 @@ void AGasaPlayerController::OnPossess(APawn* InPawn) | ||||
| 	AGasaPlayerState* PS      = GetPlayerState(); | ||||
| 	AGasaCharacter* character = Cast<AGasaCharacter>(InPawn); | ||||
| 	// Net Owner setup ability system | ||||
| 	if (0) | ||||
| 	{ | ||||
| 		character->AbilitySystem = PS->AbilitySystem; | ||||
| 		character->Attributes    = PS->Attributes; | ||||
|   | ||||
| @@ -1,6 +1,7 @@ | ||||
| #include "GasaPlayerState.h" | ||||
|  | ||||
| #include "AbilitySystem/GasaAbilitySystemComponent.h" | ||||
| #include "AbilitySystem/GasaAttributeSet.h" | ||||
|  | ||||
| AGasaPlayerState::AGasaPlayerState() | ||||
| { | ||||
| @@ -8,7 +9,7 @@ AGasaPlayerState::AGasaPlayerState() | ||||
| 	AbilitySystem->SetIsReplicated(true); | ||||
| 	AbilitySystem->SetReplicationMode(EGameplayEffectReplicationMode::Mixed); | ||||
| 	 | ||||
| 	Attributes = CreateDefaultSubobject<UAttributeSet>("Attributes"); | ||||
| 	Attributes = CreateDefaultSubobject<UGasaAttributeSet>("Attributes"); | ||||
| 	 | ||||
| 	// Replication | ||||
| 	NetUpdateFrequency = 100.f; | ||||
|   | ||||
| @@ -13,26 +13,26 @@ using namespace gen; | ||||
| #define path_gasa_ability_system path_module_gasa "AbilitySystem/" | ||||
|  | ||||
|  | ||||
| void def_attribute_fields( CodeBody body, Array<StringCached> fields ) | ||||
| void def_attribute_properties( CodeBody body, Array<StringCached> properties ) | ||||
| { | ||||
| 	for ( String field : fields ) | ||||
| 	for ( StringCached property : properties ) | ||||
| 	{ | ||||
| 		Code field_uproperty = code_str( | ||||
| 			UPROPERTY(ReplicatedUsing=Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category="Attributes") | ||||
| 		); | ||||
| 		Code field_uproperty = code_fmt( "property", (StrC)property, stringize( | ||||
| 			UPROPERTY(ReplicatedUsing=Client_OnRep_<property>, EditAnywhere, BlueprintReadWrite, Category="Attributes") | ||||
| 		)); | ||||
|  | ||||
| 		CodeType type_FGameplayAttributeData = def_type( txt("FGameplayAttributeData")); | ||||
|  | ||||
| 		body.append(fmt_newline); | ||||
| 		body.append( field_uproperty ); | ||||
| 		body.append(fmt_newline); | ||||
| 		body.append( def_variable( type_FGameplayAttributeData, StrC(field)) ); | ||||
| 		body.append( def_variable( type_FGameplayAttributeData, StrC(property)) ); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void def_attribute_field_on_reps( CodeBody body, Array<StringCached> fields ) | ||||
| { | ||||
| 	for ( String field : fields ) | ||||
| 	for ( StringCached field : fields ) | ||||
| 	{ | ||||
| 		Code umeta_UFUNCTION = code_str( UFUNCTION() ); | ||||
|  | ||||
| @@ -45,17 +45,89 @@ void def_attribute_field_on_reps( CodeBody body, Array<StringCached> fields ) | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void impl_attribute_fields( CodeBody body,  Array<StringCached> fields ) | ||||
| void def_attribute_field_property_getters( CodeBody body, StrC class_name, Array<StringCached> properties ) | ||||
| { | ||||
| 	for ( String field : fields ) | ||||
| 	for ( String property : properties ) | ||||
| 	{ | ||||
| 		body.append(fmt_newline); | ||||
| 		CodeFn field_impl = parse_function( token_fmt( "field", (StrC)field, stringize( | ||||
| 			void UGasaAttributeSet::Client_OnRep_<field>(FGameplayAttributeData& Prev<field>) | ||||
| 		CodeFn generated_get_attribute = parse_function( | ||||
| 			token_fmt( "class_name", class_name, "property", (StrC)property, | ||||
| 			stringize( | ||||
| 				static FGameplayAttribute Get<property>Attribute() | ||||
| 				{ | ||||
| 				GAMEPLAYATTRIBUTE_REPNOTIFY(UGasaAttributeSet, <field>, Prev<field>) | ||||
| 					static FProperty* Prop = FindFieldChecked<FProperty>(<class_name>::StaticClass(), GET_MEMBER_NAME_CHECKED(<class_name>, <property>)); | ||||
| 					return Prop; | ||||
| 				} | ||||
| 			))); | ||||
| 		body.append( generated_get_attribute ); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void def_attribute_field_value_getters( CodeBody body, Array<StringCached> properties ) | ||||
| { | ||||
| 	for ( String property : properties ) | ||||
| 	{ | ||||
| 	#pragma push_macro(FORCEINLINE) | ||||
| 	#undef FORCEINLINE | ||||
|  | ||||
| 		body.append( code_fmt( "property", (StrC)property, | ||||
| 		stringize( | ||||
| 			FORCEINLINE float Get<property>() const | ||||
| 			{ | ||||
| 				return <property>.GetCurrentValue(); | ||||
| 			} | ||||
| 		))); | ||||
|  | ||||
| 	#pragma pop_macro(FORCEINLINE) | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void def_attribute_field_value_setters( CodeBody body, Array<StringCached> properties ) | ||||
| { | ||||
| 	for ( String property : properties ) | ||||
| 	{ | ||||
| 		body.append( code_fmt( "property", (StrC)property, | ||||
| 		stringize( | ||||
| 			FORCEINLINE void Set<property>(float NewVal) | ||||
| 			{ | ||||
| 				UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent(); | ||||
| 				if (ensure(AbilityComp)) | ||||
| 				{ | ||||
| 					AbilityComp->SetNumericAttributeBase(Get<property>Attribute(), NewVal); | ||||
| 				}; | ||||
| 			} | ||||
| 		))); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void def_attribute_field_initers ( CodeBody body, Array<StringCached> properties ) | ||||
| { | ||||
| 	for ( String property : properties ) | ||||
| 	{ | ||||
| 		body.append( code_fmt( "property", (StrC)property, | ||||
| 		stringize( | ||||
| 			FORCEINLINE void Init<property>(float NewVal) | ||||
| 			{ | ||||
| 				<property>.SetBaseValue(NewVal); | ||||
| 				<property>.SetCurrentValue(NewVal); | ||||
| 			} | ||||
| 		))); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void impl_attribute_fields( CodeBody body, StrC class_name, Array<StringCached> properties ) | ||||
| { | ||||
| 	for ( String property : properties ) | ||||
| 	{ | ||||
| 		body.append(fmt_newline); | ||||
|  | ||||
| 		CodeFn field_impl = parse_function( token_fmt( "class_name", class_name, "property", (StrC)property, | ||||
| 		stringize( | ||||
| 			void <class_name>::Client_OnRep_<property>(FGameplayAttributeData& Prev<property>) | ||||
| 			{ | ||||
| 				GAMEPLAYATTRIBUTE_REPNOTIFY(<class_name>, <property>, Prev<property>) | ||||
| 			} | ||||
| 		))); | ||||
|  | ||||
| 		body.append( field_impl ); | ||||
| 	} | ||||
| } | ||||
| @@ -79,12 +151,16 @@ int gen_main() | ||||
| 	attribute_fields.append( get_cached_string(txt("Mana"))); | ||||
| 	attribute_fields.append( get_cached_string(txt("MaxMana"))); | ||||
|  | ||||
|  | ||||
| 	StrC attributeset_name = txt("UGasaAttributeSet"); | ||||
|  | ||||
| 	Builder header = Builder::open( path_gasa_ability_system "GasaAttributeSet.h"); | ||||
| 	{ | ||||
| 		header.print(generation_notice); | ||||
| 		header.print(fmt_newline); | ||||
| 		{ | ||||
| 			CodeInclude Include_AttributeSet               = def_include(txt("AttributeSet.h")); | ||||
| 			CodeInclude Include_AbilitySystemComponent     = def_include(txt("AbilitySystemComponent.h")); | ||||
| 			CodeInclude Include_GasaAttributeSet_Generated = def_include(txt("GasaAttributeSet.generated.h")); | ||||
|  | ||||
| 			CodeAttributes attributes = def_attributes( gasa_api->Name); | ||||
| @@ -97,7 +173,7 @@ int gen_main() | ||||
| 					body.append( fmt_newline); | ||||
| 					body.append( access_public ); | ||||
|  | ||||
| 					def_attribute_fields( body, attribute_fields); | ||||
| 					def_attribute_properties( body, attribute_fields); | ||||
|  | ||||
| 					body.append(fmt_newline); | ||||
| 					body.append( def_constructor() ); | ||||
| @@ -105,6 +181,18 @@ int gen_main() | ||||
| 					def_attribute_field_on_reps( body, attribute_fields); | ||||
|  | ||||
| 					body.append(fmt_newline); | ||||
|  | ||||
| 					body.append( fmt_newline ); | ||||
| 					body.append( def_pragma(code( region Getters ))); | ||||
| 					def_attribute_field_property_getters( body, attributeset_name, attribute_fields ); | ||||
| 					def_attribute_field_value_getters( body, attribute_fields ); | ||||
| 					body.append( def_pragma(code( endregion Getters ))); | ||||
| 					body.append( fmt_newline ); | ||||
|  | ||||
| 					body.append( def_pragma(code( region Setters ))); | ||||
| 					def_attribute_field_value_setters( body, attribute_fields ); | ||||
| 					def_attribute_field_initers( body, attribute_fields ); | ||||
| 					body.append( def_pragma(code( endregion Setters ))); | ||||
| 					body.append( fmt_newline ); | ||||
|  | ||||
| 					body.append( def_pragma( txt("region UObject"))); | ||||
| @@ -121,7 +209,7 @@ int gen_main() | ||||
| 			} | ||||
|  | ||||
| 			header.print( Include_AttributeSet); | ||||
| 			header.print( fmt_newline); | ||||
| 			header.print( Include_AbilitySystemComponent); | ||||
| 			header.print( Include_GasaAttributeSet_Generated); | ||||
| 			header.print( fmt_newline); | ||||
| 			header.print(umeta_uclass); | ||||
| @@ -142,11 +230,17 @@ int gen_main() | ||||
| 			CodeBody body = def_body( CodeT::Global_Body ); | ||||
| 			body.append(fmt_newline); | ||||
| 			body.append(code_str( | ||||
| 				UGasaAttributeSet::UGasaAttributeSet() {} | ||||
| 				UGasaAttributeSet::UGasaAttributeSet() | ||||
| 				{ | ||||
| 					InitHealth( 100.f ); | ||||
| 					InitMaxHealth( 100.f ); | ||||
| 					InitMana(( 50.f )); | ||||
| 					InitMaxMana( 50.f ); | ||||
| 				} | ||||
| 			)); | ||||
| 			body.append(fmt_newline); | ||||
|  | ||||
| 			impl_attribute_fields(body, attribute_fields); | ||||
| 			impl_attribute_fields( body, attributeset_name, attribute_fields); | ||||
|  | ||||
| 			CodeFn GetLifetimeOfReplicatedProps; | ||||
| 			{ | ||||
|   | ||||
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