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2025-11-02 06:40:35 -05:00

40 lines
872 B
C++

// 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<FAuraAttributeInfo> AttributeInformation;
};