#pragma once #include "GasaCommon.h" #include "Engine/DataTable.h" #include "GasaAbilitySystem.generated.h" USTRUCT(BlueprintType) struct GASA_API FAttributeSetField : public FTableRowBase { GENERATED_BODY() FAttributeSetField() : Name("Provide_Name") , Description("Provide Description") , Category("Optional Category") , BaseValue(0) , bUseMinAttribute(false) , bUseMaxAttribute(false) , MinAttribute("Attribute behaving has minimum value") , MinValue(0) , MaxAttribute("Attribute behaving has maximum value") , MaxValue(0) {} virtual ~FAttributeSetField() {} UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute") FString Name; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute") FString Description; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute") FString Category; // UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute") // FGameplayTag Tag; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute") float BaseValue; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute") bool bUseMinAttribute; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute") bool bUseMaxAttribute; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMinAttribute", EditConditionHides)) FString MinAttribute; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMinAttribute==false", EditConditionHides)) float MinValue; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMaxAttribute", EditConditionHides)) FString MaxAttribute; UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Gameplay Attribute", meta =( EditCondition="bUseMaxAttribute==false", EditConditionHides)) float MaxValue; };