// Copyright Echo Devgroup #pragma once #include "CoreMinimal.h" #include "GameplayTagContainer.h" #include "Engine/DataAsset.h" #include "AttributeInfo.generated.h" USTRUCT(BlueprintType) struct FAuraAttributeInfo { GENERATED_BODY() UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) FGameplayTag AttributeTag = FGameplayTag(); UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) FText AttributeName = FText(); UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) FText AttributeDesc = FText(); UPROPERTY(BlueprintReadOnly) float AttributeValue = 0.f; }; /** * */ UCLASS() class AURA_API UAttributeInfo : public UDataAsset { GENERATED_BODY() public: FAuraAttributeInfo FindAttributeInfoForTag(const FGameplayTag& AttributeTag, bool bLogNotFound = false) const; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) TArray AttributeInformation; };