Files
UnrealEngineUWP/Engine/Source/Runtime/SkillSystem/Classes/SkillSystemTestAttributeSet.h
David Ratti 0852b4edac SkillSystem GameplayAbilities WIP
[CL 2059092 by David Ratti in Main branch]
2014-04-29 21:55:02 -04:00

66 lines
2.7 KiB
C++

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