// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "SkillSystemModulePrivatePCH.h" FName ASkillSystemTestPawn::AttributeComponentName(TEXT("AttributeComponent0")); ASkillSystemTestPawn::ASkillSystemTestPawn(const class FPostConstructInitializeProperties& PCIP) : Super(PCIP) { AttributeComponent = PCIP.CreateDefaultSubobject(this, ASkillSystemTestPawn::AttributeComponentName); AttributeComponent->SetIsReplicated(true); //DefaultAbilitySet = NULL; } void ASkillSystemTestPawn::PostInitializeComponents() { static UProperty *DamageProperty = FindFieldChecked(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Damage)); Super::PostInitializeComponents(); GameplayCueHandler.Owner = this; AttributeComponent->InitStats(USkillSystemTestAttributeSet::StaticClass(), NULL); /* if (DefaultAbilitySet != NULL) { AttributeComponent->InitializeAbilities(DefaultAbilitySet); } */ } void ASkillSystemTestPawn::GameplayCueActivated(const FGameplayTagContainer & GameplayCueTags, float NormalizedMagnitude) { SKILL_LOG(Log, TEXT("GameplayCueExecuted: %s. %.2f"), *GetName(), NormalizedMagnitude); GameplayCueHandler.GameplayCueActivated(GameplayCueTags, NormalizedMagnitude); } void ASkillSystemTestPawn::GameplayCueExecuted(const FGameplayTagContainer & GameplayCueTags, float NormalizedMagnitude) { SKILL_LOG(Log, TEXT("GameplayCueExecuted: %s. %.2f"), *GetName(), NormalizedMagnitude); GameplayCueHandler.GameplayCueExecuted(GameplayCueTags, NormalizedMagnitude); } void ASkillSystemTestPawn::GameplayCueAdded(const FGameplayTagContainer & GameplayCueTags, float NormalizedMagnitude) { SKILL_LOG(Log, TEXT("GameplayCueAdded: %s. %.2f"), *GetName(), NormalizedMagnitude); GameplayCueHandler.GameplayCueAdded(GameplayCueTags, NormalizedMagnitude); } void ASkillSystemTestPawn::GameplayCueRemoved(const FGameplayTagContainer & GameplayCueTags, float NormalizedMagnitude) { SKILL_LOG(Log, TEXT("GameplayCueRemoved: %s. %.2f"), *GetName(), NormalizedMagnitude); GameplayCueHandler.GameplayCueRemoved(GameplayCueTags, NormalizedMagnitude); }