Save and save often
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40
Source/Aura/Public/AbilitySystem/Data/AttributeInfo.h
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40
Source/Aura/Public/AbilitySystem/Data/AttributeInfo.h
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// Copyright Echo Devgroup
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "Engine/DataAsset.h"
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#include "AttributeInfo.generated.h"
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USTRUCT(BlueprintType)
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struct FAuraAttributeInfo
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{
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GENERATED_BODY()
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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FGameplayTag AttributeTag = FGameplayTag();
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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FText AttributeName = FText();
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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FText AttributeDesc = FText();
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UPROPERTY(BlueprintReadOnly)
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float AttributeValue = 0.f;
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};
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/**
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*
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*/
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UCLASS()
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class AURA_API UAttributeInfo : public UDataAsset
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{
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GENERATED_BODY()
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public:
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FAuraAttributeInfo FindAttributeInfoForTag(const FGameplayTag& AttributeTag, bool bLogNotFound = false) const;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
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TArray<FAuraAttributeInfo> AttributeInformation;
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};
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17
Source/Aura/Public/AbilitySystem/Data/AuraDataAsset.h
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17
Source/Aura/Public/AbilitySystem/Data/AuraDataAsset.h
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// Copyright Echo Devgroup
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "AuraDataAsset.generated.h"
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/**
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*
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*/
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UCLASS()
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class AURA_API UAuraDataAsset : public UDataAsset
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{
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GENERATED_BODY()
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};
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