constructing ability syste component and attribute set

This commit is contained in:
ghostie 2025-08-31 14:19:31 -05:00
parent af3da182c4
commit 22ce1ea591
6 changed files with 55 additions and 8 deletions

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@ -8,9 +8,9 @@ public class Aura : ModuleRules
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput", "GameplayAbilities" });
PrivateDependencyModuleNames.AddRange(new string[] { "GameplayAbilities", "GameplayTags", "GameplayTasks" });
PrivateDependencyModuleNames.AddRange(new string[] { "GameplayTags", "GameplayTasks" });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });

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@ -10,6 +10,11 @@ AAuraCharacterBase::AAuraCharacterBase()
Weapon->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
UAbilitySystemComponent* AAuraCharacterBase::GetAbilitySystemComponent() const
{
return AbilitySystemComponent;
}
void AAuraCharacterBase::BeginPlay()
{
Super::BeginPlay();

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@ -3,11 +3,18 @@
#include "Character/AuraEnemy.h"
#include "AbilitySystem/AuraAbilitySystemComponent.h"
#include "AbilitySystem/AuraAttributeSet.h"
#include "Aura/Aura.h"
AAuraEnemy::AAuraEnemy()
{
GetMesh()->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
AbilitySystemComponent = CreateDefaultSubobject<UAuraAbilitySystemComponent>("AbilitySystemComponent");
AbilitySystemComponent->SetIsReplicated(true);
AttributeSet = CreateDefaultSubobject<UAuraAttributeSet>("AttributeSet");
}
void AAuraEnemy::HighlightActor()

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@ -3,7 +3,20 @@
#include "Player/AuraPlayerState.h"
#include "AbilitySystem/AuraAbilitySystemComponent.h"
#include "AbilitySystem/AuraAttributeSet.h"
AAuraPlayerState::AAuraPlayerState()
{
AbilitySystemComponent = CreateDefaultSubobject<UAuraAbilitySystemComponent>("AbilitySystemComponent");
AbilitySystemComponent->SetIsReplicated(true);
AttributeSet = CreateDefaultSubobject<UAuraAttributeSet>("AttributeSet");
SetNetUpdateFrequency(100.f);
}
UAbilitySystemComponent* AAuraPlayerState::GetAbilitySystemComponent() const
{
return AbilitySystemComponent;
}

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@ -3,20 +3,32 @@
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystemInterface.h"
#include "GameFramework/Character.h"
#include "AuraCharacterBase.generated.h"
class UAbilitySystemComponent;
class UAttributeSet;
UCLASS(Abstract) // Abstract so that it cannot be dragged to a level
class AURA_API AAuraCharacterBase : public ACharacter
class AURA_API AAuraCharacterBase : public ACharacter, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
AAuraCharacterBase();
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
UAttributeSet* GetAttributeSet() const { return AttributeSet; }
protected:
virtual void BeginPlay() override;
UPROPERTY(EditAnywhere, Category = "Combat")
TObjectPtr<USkeletalMeshComponent> Weapon;
UPROPERTY ()
TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
UPROPERTY ()
TObjectPtr<UAttributeSet> AttributeSet;
};

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@ -3,17 +3,27 @@
#pragma once
#include "CoreMinimal.h"
#include "AbilitySystemInterface.h"
#include "GameFramework/PlayerState.h"
#include "AuraPlayerState.generated.h"
/**
*
*/
class UAbilitySystemComponent;
class UAttributeSet;
UCLASS()
class AURA_API AAuraPlayerState : public APlayerState
class AURA_API AAuraPlayerState : public APlayerState, public IAbilitySystemInterface
{
GENERATED_BODY()
public:
AAuraPlayerState();
virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override;
UAttributeSet* GetAttributeSet() const { return AttributeSet; }
protected:
UPROPERTY()
TObjectPtr<UAbilitySystemComponent> AbilitySystemComponent;
UPROPERTY()
TObjectPtr<UAttributeSet> AttributeSet;
};