18 virtual void PreAttributeChange(
const FGameplayAttribute& Attribute,
float& NewValue)
override;
19 virtual void PostGameplayEffectExecute(
const FGameplayEffectModCallbackData& Data)
override;
22 void InitEnemyStats(
float InAttackRange,
float InDropSoul);
23 void InitGroggyStats(
float InMaxGroggy,
float InGroggyDamageMultiplier);
24 void ApplyGroggyDamage(
float GroggyDamage);
40 bool bGroggyDepleted =
false;
42 UPROPERTY(BlueprintReadOnly, Category =
"Stat", meta = (AllowPrivateAccess =
true))
43 FGameplayAttributeData AttackRange;
45 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
46 FGameplayAttributeData VisionRange;
48 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
49 FGameplayAttributeData DropSoul;
51 UPROPERTY(BlueprintReadOnly, Category = "Stat|
Groggy", meta = (AllowPrivateAccess = true))
54 UPROPERTY(BlueprintReadOnly, Category = "Stat|
Groggy", meta = (AllowPrivateAccess = true))
55 FGameplayAttributeData MaxGroggy;
57 UPROPERTY(BlueprintReadOnly, Category = "Stat|
Groggy", meta = (AllowPrivateAccess = true))
58 FGameplayAttributeData GroggyDamageMultiplier;
61 FGameplayAttributeData MetaGroggyDamage;