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);
}
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