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#ue4 - Added stacking rules and tests. - Changed effects with a period to execute on the next tick instead of instantly and updated gameplay effect tests to account for these changes. - Changed ticking of active effects to allow effects to execute multiple times in a single tick. - Make sure we're cleaning up actors between gameplay effect tests #codereview Dave.Ratti [CL 2055992 by Fred Kimberley in Main branch]
18 lines
591 B
C++
18 lines
591 B
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GameplayTagContainer.h"
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#include "GameplayTagAssetInterface.h"
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#include "AttributeSet.h"
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#include "GameplayEffectStackingExtension_CappedNumberTest.generated.h"
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UCLASS(BlueprintType)
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class SKILLSYSTEM_API UGameplayEffectStackingExtension_CappedNumberTest : public UGameplayEffectStackingExtension
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{
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GENERATED_UCLASS_BODY()
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public:
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void CalculateStack(TArray<FActiveGameplayEffect*>& CustomGameplayEffects, FActiveGameplayEffectsContainer& Container, FActiveGameplayEffect& CurrentEffect) OVERRIDE;
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}; |