1 在AuraAttributeSet.h中//创建各个数据-Health,MaxHealth,Mana,MaxMana

增加构造UAuraAttributeSet();

 

virtual void GetLifetimeReplicatedProps()

 

UPROPERTY(ReplicatedUsing = OnRep_Health,Category = "Vital Attributes")

FGameplayAttributeData Health;

UFUNCTION()

void OnRep_Health(const FGameplayAttributeData& OldHealth);

2 在AuraAttributeSet.cpp中

void OnRep_Health(const FGameplayAttributeData& OldHealth)

{

  GAMEPLAYATTRIBUTE_REPNOTIFY(UAuraAAttribute,Health,OldHealth);

}

 

void GetLifetimeReplicatedProps()

{

  DOREPLIFETIME_CONDITION_NOTIFY(UAuraAttributeSet,Health,COND_NOE,REPNOTIFY_ALWAYS);

}

posted on 2025-08-13 18:59  偷懒的阿贤  阅读(6)  评论(0)    收藏  举报