Ed_
ced71b6a22
Decided to try using gencpp for the first time with UE (just codegen, not parsing). I used it to generate the AttributeSet
40 lines
1.2 KiB
C++
40 lines
1.2 KiB
C++
// This was generated by GasaGen/GasaGen.cpp
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#include "GasaAttributeSet.h"
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#include "AbilitySystemComponent.h"
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#include "Net/UnrealNetwork.h"
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#include "Networking/GasaNetLibrary.h"
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UGasaAttributeSet::UGasaAttributeSet()
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{
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}
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void UGasaAttributeSet::Client_OnRep_Health( FGameplayAttributeData& PrevHealth )
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, Health, PrevHealth )
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}
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void UGasaAttributeSet::Client_OnRep_MaxHealth( FGameplayAttributeData& PrevMaxHealth )
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, MaxHealth, PrevMaxHealth )
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}
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void UGasaAttributeSet::Client_OnRep_Mana( FGameplayAttributeData& PrevMana )
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, Mana, PrevMana )
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}
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void UGasaAttributeSet::Client_OnRep_MaxMana( FGameplayAttributeData& PrevMaxMana )
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY( UGasaAttributeSet, MaxMana, PrevMaxMana )
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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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}
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