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virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override; 阅读全文
posted @ 2025-08-21 23:00
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AbilitySystemComponent->InitAbilityActorInfo(Owner,AvatarActor); 阅读全文
posted @ 2025-08-21 22:58
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virtual void OnRep_PlayerState() override;example: void AAuraCharacter::OnRep_PlayerState(){ Super::OnRep_PlayerState(); InitAbilityActorInfo();} 阅读全文
posted @ 2025-08-21 22:56
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AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);// Minimal//只复制GE,不适合用于AbilitySystemComponents Mixed//仅将最小的游戏效果信息复制到 阅读全文
posted @ 2025-08-21 22:53
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1 对属性集中的属性,在值变化时的回调 example: UFUNCTION()void OnRep_Health(const FGameplayAttributeData& OldHealth) const; void UAuraAttributeSet::OnRep_Health(const F 阅读全文
posted @ 2025-08-21 22:41
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virtual void GetLifetimeReplicatedProps(TArray <FLifetimeProperty>& OutLifetimeProps) const override; example: void UAuraAttributeSet::GetLifetimeRepl 阅读全文
posted @ 2025-08-21 22:36
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virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override; void UAuraAttributeSet::PreAttributeChange(const FGame 阅读全文
posted @ 2025-08-21 20:40
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1将属性集进行夹值处理,在0与最大值之间 阅读全文
posted @ 2025-08-21 17:58
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bool UAbilitySystemComponent::RemoveActiveGameplayEffect(FActiveGameplayEffectHandle Handle, int32 StacksToRemove) 阅读全文
posted @ 2025-08-21 17:55
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EffectSpecHandle.Data.Get()->Def.Get()->DurationPolicy 阅读全文
posted @ 2025-08-21 17:52
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FGameplayEffectContextHandle EffectContextHandle = TargetASC->MakeEffectContext();EffectContextHandle.AddSourceObject(this);FGameplayEffectSpecHandle 阅读全文
posted @ 2025-08-21 17:52
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UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor); 阅读全文
posted @ 2025-08-21 17:51
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1 阅读全文
posted @ 2025-08-21 16:19
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1持续伤害效果 阅读全文
posted @ 2025-08-21 16:13
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1 关于GE的Stack Type NONE Aggregate By Source:来自同一来源的效果堆叠。 Aggregate By Target:效果在目标上堆叠,但来源可能不同。 需要再看看其他教程,不太好理解 阅读全文
posted @ 2025-08-21 15:40
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