摘要: virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override; 阅读全文
posted @ 2025-08-21 23:00 偷懒的阿贤 阅读(8) 评论(0) 推荐(0)
摘要: AbilitySystemComponent->InitAbilityActorInfo(Owner,AvatarActor); 阅读全文
posted @ 2025-08-21 22:58 偷懒的阿贤 阅读(16) 评论(0) 推荐(0)
摘要: virtual void OnRep_PlayerState() override;example: void AAuraCharacter::OnRep_PlayerState(){ Super::OnRep_PlayerState(); InitAbilityActorInfo();} 阅读全文
posted @ 2025-08-21 22:56 偷懒的阿贤 阅读(11) 评论(0) 推荐(0)
摘要: 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 偷懒的阿贤 阅读(18) 评论(0) 推荐(0)
摘要: 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 偷懒的阿贤 阅读(10) 评论(0) 推荐(0)
摘要: virtual void GetLifetimeReplicatedProps(TArray <FLifetimeProperty>& OutLifetimeProps) const override; example: void UAuraAttributeSet::GetLifetimeRepl 阅读全文
posted @ 2025-08-21 22:36 偷懒的阿贤 阅读(7) 评论(0) 推荐(0)
摘要: virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override; void UAuraAttributeSet::PreAttributeChange(const FGame 阅读全文
posted @ 2025-08-21 20:40 偷懒的阿贤 阅读(13) 评论(0) 推荐(0)
摘要: 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 偷懒的阿贤 阅读(6) 评论(0) 推荐(0)
摘要: bool UAbilitySystemComponent::RemoveActiveGameplayEffect(FActiveGameplayEffectHandle Handle, int32 StacksToRemove) 阅读全文
posted @ 2025-08-21 17:55 偷懒的阿贤 阅读(4) 评论(0) 推荐(0)
摘要: EffectSpecHandle.Data.Get()->Def.Get()->DurationPolicy 阅读全文
posted @ 2025-08-21 17:52 偷懒的阿贤 阅读(3) 评论(0) 推荐(0)
摘要: FGameplayEffectContextHandle EffectContextHandle = TargetASC->MakeEffectContext();EffectContextHandle.AddSourceObject(this);FGameplayEffectSpecHandle 阅读全文
posted @ 2025-08-21 17:52 偷懒的阿贤 阅读(11) 评论(0) 推荐(0)
摘要: UAbilitySystemBlueprintLibrary::GetAbilitySystemComponent(TargetActor); 阅读全文
posted @ 2025-08-21 17:51 偷懒的阿贤 阅读(8) 评论(0) 推荐(0)
摘要: 1 阅读全文
posted @ 2025-08-21 16:19 偷懒的阿贤 阅读(4) 评论(0) 推荐(0)
摘要: 1持续伤害效果 阅读全文
posted @ 2025-08-21 16:13 偷懒的阿贤 阅读(4) 评论(0) 推荐(0)
摘要: 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 偷懒的阿贤 阅读(4) 评论(0) 推荐(0)