GASATHON/Project/Source/Gasa/AbilitySystem/GasaAttributeSet.h
Ed_ ced71b6a22 24. Health and Mana
Decided to try using gencpp for the first time with UE (just codegen, not parsing).

I used it to generate the AttributeSet
2024-04-13 16:18:57 -04:00

39 lines
1.2 KiB
C++

// 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
};