Files
FNGameProj/Source/FortniteGame/Public/FortControlResistanceSet.h
2024-01-21 00:41:14 +01:00

55 lines
2.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "TickableAttributeSetInterface.h"
#include "FortAttributeSet.h"
#include "FortGameplayAttributeData.h"
#include "FortControlResistanceSet.generated.h"
UCLASS(Blueprintable, MinimalAPI)
class UFortControlResistanceSet : public UFortAttributeSet/*, public ITickableAttributeSetInterface*/ {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_ControlResistance, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ControlResistance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxControlResistance, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData MaxControlResistance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ControlResistanceRegenRate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ControlResistanceRegenDelay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ControlResistanceRegenThreshold;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData KnockbackThreshold;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData KnockbackMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ImpactDamageResistance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ImpactDamageMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData ImpactDamage;
UFortControlResistanceSet();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void OnRep_MaxControlResistance();
UFUNCTION(BlueprintCallable)
void OnRep_ControlResistance();
// Fix for true pure virtual functions not being implemented
};