// REALMS IN RUIN. Copyright (c) 2025 Trevor Edwards. All rights reserved. #include "Characters/RIRBaseEnemyCharacter.h" #include "Abilities/RIRAbilitySystemComponent.h" #include "Attributes/RIRAttributeSet.h" #include "REALMSINRUIN/REALMSINRUIN.h" ARIRBaseEnemyCharacter::ARIRBaseEnemyCharacter() { // Optional: initialize components, set default properties, etc GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block); // AbilitySystemComponent AbilitySystemComponent = CreateDefaultSubobject("AbilitySystemComponent"); AbilitySystemComponent->SetIsReplicated(true); AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Minimal); // AttributeSet AttributeSet = CreateDefaultSubobject("AttributeSet"); } void ARIRBaseEnemyCharacter::BeginPlay() { Super::BeginPlay(); AbilitySystemComponent->InitAbilityActorInfo(this,this); } void ARIRBaseEnemyCharacter::HighlightActor() { GetMesh()->SetRenderCustomDepth(true); GetMesh()->SetCustomDepthStencilValue(CUSTOM_DEPTH_RED); } void ARIRBaseEnemyCharacter::UnHighlightActor() { GetMesh()->SetRenderCustomDepth(false); }