45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Engine/DataAsset.h"
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#include "UObject/SoftObjectPtr.h"
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#include "UObject/UObjectGlobals.h"
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#include "LyraGameData.generated.h"
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class UGameplayEffect;
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class UObject;
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/**
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* ULyraGameData
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*
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* Non-mutable data asset that contains global game data.
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*/
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UCLASS(BlueprintType, Const, Meta = (DisplayName = "Lyra Game Data", ShortTooltip = "Data asset containing global game data."))
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class ULyraGameData : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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public:
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ULyraGameData();
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// Returns the loaded game data.
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static const ULyraGameData& Get();
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public:
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// Gameplay effect used to apply damage. Uses SetByCaller for the damage magnitude.
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UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects", meta = (DisplayName = "Damage Gameplay Effect (SetByCaller)"))
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TSoftClassPtr<UGameplayEffect> DamageGameplayEffect_SetByCaller;
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// Gameplay effect used to apply healing. Uses SetByCaller for the healing magnitude.
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UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects", meta = (DisplayName = "Heal Gameplay Effect (SetByCaller)"))
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TSoftClassPtr<UGameplayEffect> HealGameplayEffect_SetByCaller;
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// Gameplay effect used to add and remove dynamic tags.
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UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects")
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TSoftClassPtr<UGameplayEffect> DynamicTagGameplayEffect;
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};
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