UE5/Advance Damage Techniques
[UE5] Custom GE Context
Mini_96
2024. 8. 14. 02:06
위 2개를 모방해서 커스텀타입을 만들거임.
일단 치명타, 블락 getter, setter만 만들어줌
#pragma once // 헤더2번포함방지
#include "GameplayEffectTypes.h"
#include "AuraAbilityTypes.generated.h" //generated_body 사용위해 필요
USTRUCT(BlueprintType)
struct FAuraGameplayEffectContext : public FGameplayEffectContext
{
GENERATED_BODY()
public:
//@Getter
bool IsCriticalHit() const {return bIsCriticalHit ; }
bool IsBlockHit() const { return bIsBlockedHit ; }
//@Setter
void SetIsCriticalHit(bool bInIsCriticalHit) {bIsCriticalHit = bInIsCriticalHit ; }
void SetIsBlockHit(bool bInIsBlockHit) {bIsBlockedHit = bInIsBlockHit ; }
/** Returns the actual struct used for serialization, subclasses must override this! */
virtual UScriptStruct* GetScriptStruct() const
{
return FGameplayEffectContext::StaticStruct();
}
/** Custom serialization, subclasses must override this */
virtual bool NetSerialize(FArchive& Ar, class UPackageMap* Map, bool& bOutSuccess);
protected:
UPROPERTY()
bool bIsBlockedHit = false;
UPROPERTY()
bool bIsCriticalHit = false;
};