61 lines
1.9 KiB
Plaintext
Executable File
61 lines
1.9 KiB
Plaintext
Executable File
%COPYRIGHT_LINE%
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%PCH_INCLUDE_DIRECTIVE%
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%MY_HEADER_INCLUDE_DIRECTIVE%
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%ADDITIONAL_INCLUDE_DIRECTIVES%
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#include "Net/UnrealNetwork.h"
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// Sets default values
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%PREFIXED_CLASS_NAME%::%PREFIXED_CLASS_NAME%()
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{
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// Default constructor
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}
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void %PREFIXED_CLASS_NAME%::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
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{
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// This is called whenever attributes change, so for max attributes we want to scale the current totals to match
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Super::PreAttributeChange(Attribute, NewValue);
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// Set adjust code here
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//
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// Example:
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//
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// If a Max value changes, adjust current to keep Current % of Current to Max
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//
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// if (Attribute == GetMaxHealthAttribute())
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// {
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// AdjustAttributeForMaxChange(Health, MaxHealth, NewValue, GetHealthAttribute());
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// }
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}
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void %PREFIXED_CLASS_NAME%::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
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{
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Super::PostGameplayEffectExecute(Data);
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FGSCAttributeSetExecutionData ExecutionData;
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GetExecutionDataFromMod(Data, ExecutionData);
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// Set clamping or handling or "meta" attributes here (like damages)
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// Example 1: Using helpers to handle each attribute in their own methods (See GSCAttributeSet.cpp)
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// if (Data.EvaluatedData.Attribute == GetHealthAttribute())
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// {
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// HandleHealthAttribute(ExecutionData);
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// }
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// Example 2: Basic example to clamp the value of an Health Attribute between 0 and another MaxHealth Attribute
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// if (Data.EvaluatedData.Attribute == GetHealthAttribute())
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// {
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// SetHealth(FMath::Clamp(GetHealth(), 0.f, GetMaxHealth()));
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// }
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}
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void %PREFIXED_CLASS_NAME%::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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// %ATTRIBUTES_DOREPLIFETIME_DEFINITION%
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}
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// %ATTRIBUTES_ONREP_DEFINITION%
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%ADDITIONAL_MEMBER_DEFINITIONS% |