// This was generated by GasaGen/GasaGen.cpp #include "AttributeSet.h" #include "GasaAttributeSet.generated.h" UCLASS() class GASA_API UGasaAttributeSet : public UAttributeSet { GENERATED_BODY() public: UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" ) FGameplayAttributeData Health; UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" ) FGameplayAttributeData MaxHealth; UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" ) FGameplayAttributeData Mana; UPROPERTY( ReplicatedUsing = Client_OnRep_Health, EditAnywhere, BlueprintReadWrite, Category = "Attributes" ) FGameplayAttributeData MaxMana; UGasaAttributeSet(); UFUNCTION() void Client_OnRep_Health( FGameplayAttributeData& PrevHealth ); UFUNCTION() void Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth ); UFUNCTION() void Client_OnRep_Mana( FGameplayAttributeData& PrevMana ); UFUNCTION() void Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana ); #pragma region UObject void GetLifetimeReplicatedProps( TArray< FLifetimeProperty >& OutLifetimeProps ) const override; #pragma endregion UObject };