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66 lines
2.7 KiB
C++
66 lines
2.7 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AttributeSet.h"
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#include "SkillSystemTestAttributeSet.generated.h"
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UCLASS(Blueprintable, BlueprintType)
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class SKILLSYSTEM_API USkillSystemTestAttributeSet : public UAttributeSet
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "AttributeTest", meta = (HideFromModifiers)) // You can't make a GameplayEffect modify Health Directly (go through)
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float MaxHealth;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "AttributeTest", meta = (HideFromModifiers)) // You can't make a GameplayEffect modify Health Directly (go through)
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float Health;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "AttributeTest")
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float Mana;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "AttributeTest")
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float MaxMana;
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/** This Damage is just used for applying negative health mods. Its not a 'persistent' attribute. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AttributeTest", meta = (HideFromLevelInfos)) // You can't make a GameplayEffect 'powered' by Damage (Its transient)
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float Damage;
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/** This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffects */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "AttributeTest")
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float SpellDamage;
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/** This Attribute is the actual physical damage for this actor. It will power physical based GameplayEffects */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "AttributeTest")
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float PhysicalDamage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "AttributeTest")
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float CritChance;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "AttributeTest")
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float CritMultiplier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "AttributeTest")
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float ArmorDamageReduction;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "AttributeTest")
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float DodgeChance;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "AttributeTest")
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float LifeSteal;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "AttributeTest")
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float Strength;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AttributeTest")
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float StackingAttribute1;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AttributeTest")
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float StackingAttribute2;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AttributeTest")
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float NoStackAttribute;
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virtual void PreAttributeModify(struct FGameplayEffectModCallbackData &Data) OVERRIDE;
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virtual void PostAttributeModify(const struct FGameplayEffectModCallbackData &Data) OVERRIDE;
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};
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