Initialize Git with LFS for binary assets and add standard Unreal Engine .gitignore/.gitattributes. Co-authored-by: Cursor <cursoragent@cursor.com>
39 lines
1.1 KiB
C++
39 lines
1.1 KiB
C++
// REALMS IN RUIN. Copyright (c) 2025 Trevor Edwards. All rights reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/PlayerState.h"
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#include "AbilitySystemInterface.h"
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#include "RIRPlayerState.generated.h"
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class UAbilitySystemComponent;
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class UAttributeSet;
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class UGameplayEffect;
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class UGameplayAbility;
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UCLASS()
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class REALMSINRUIN_API ARIRPlayerState : public APlayerState, public IAbilitySystemInterface
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{
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GENERATED_BODY()
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public:
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ARIRPlayerState();
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// Implementation of IAbilitySystemInterface
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virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
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// Custom getter for the attribute set
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UAttributeSet* GetAttributeSet() const { return AttributeSet; }
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// Default attribute effect to apply on spawn
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Attributes")
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TSubclassOf<UGameplayEffect> DefaultAttributesGameplayEffect;
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protected:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Abilities")
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TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Attributes")
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TObjectPtr<UAttributeSet> AttributeSet;
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}; |