Save and save often
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@@ -45,13 +45,9 @@ void UAuraProjectileSpell::SpawnProjectile(const FVector ProjectileTargetLocatio
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const FGameplayEffectSpecHandle SpecHandle = SourceASC->MakeOutgoingSpec(DamageEffectClass, GetAbilityLevel(), SourceASC->MakeEffectContext());
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const FAuraGameplayTags GameplayTags = FAuraGameplayTags::Get();
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const float ScaledDamage = Damage.GetValueAtLevel((GetAbilityLevel()));
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UAbilitySystemBlueprintLibrary::AssignTagSetByCallerMagnitude(SpecHandle, GameplayTags.Damage, ScaledDamage);
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UAbilitySystemBlueprintLibrary::AssignTagSetByCallerMagnitude(SpecHandle, GameplayTags.Damage, Damage);
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Projectile->DamageEffectSpecHandle = SpecHandle;
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UE_LOG(LogTemp,Warning,TEXT("ScaledDamage %f"),ScaledDamage);
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Projectile->FinishSpawning(SpawnTransform);
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}
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@@ -51,6 +51,7 @@ void FAuraGameplayTags::InitializeNativeGameplayTags()
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GameplayTags.Damage = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Damage"), FString("Setting Damage"));
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GameplayTags.Combat_HitReact = UGameplayTagsManager::Get().AddNativeGameplayTag(FName("Combat.HitReact"), FString("Hit react to damage"));
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}
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@@ -20,7 +20,7 @@ public:
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FGameplayTag StartupInputTag;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Ability Params")
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FScalableFloat Damage;
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float Damage;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Ability Params")
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float Level;
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@@ -57,6 +57,7 @@ public:
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FGameplayTag Input_InputTag_Shift;
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FGameplayTag Damage;
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FGameplayTag Combat_HitReact;
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private:
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static FAuraGameplayTags GameplayTags;
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