Files
2024-01-21 00:41:14 +01:00

52 lines
2.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "FortAttributeSet.h"
#include "FortGameplayAttributeData.h"
#include "FortMovementSet.generated.h"
UCLASS(Blueprintable, MinimalAPI)
class UFortMovementSet : public UFortAttributeSet {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData WalkSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData RunSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData SprintSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData FlySpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData CrouchedRunSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData CrouchedSprintSpeed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData BackwardSpeedMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData JumpHeight;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData GravityZScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData VehicleGravityZScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_SpeedMultiplier, meta=(AllowPrivateAccess=true))
FFortGameplayAttributeData SpeedMultiplier;
UFortMovementSet();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void OnRep_SpeedMultiplier();
};