36 lines
955 B
C++
36 lines
955 B
C++
// Copyright Echo Devgroup
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#include "Player/AuraPlayerState.h"
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#include "AbilitySystem/AuraAbilitySystemComponent.h"
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#include "AbilitySystem/AuraAttributeSet.h"
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#include "Net/UnrealNetwork.h"
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AAuraPlayerState::AAuraPlayerState()
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{
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AbilitySystemComponent = CreateDefaultSubobject<UAuraAbilitySystemComponent>("AbilitySystemComponent");
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AbilitySystemComponent->SetIsReplicated(true);
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AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
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AttributeSet = CreateDefaultSubobject<UAuraAttributeSet>("AttributeSet");
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NetUpdateFrequency = 100.f;
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}
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void AAuraPlayerState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AAuraPlayerState, Level);
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}
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UAbilitySystemComponent* AAuraPlayerState::GetAbilitySystemComponent() const
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{
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return AbilitySystemComponent;
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}
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void AAuraPlayerState::OnRep_Level(int32 OldLevel)
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{
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}
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