18 void InitPlayerStats(
float InCritical,
float InCriticalDmg);
21 void InitExperienceStats(
float InLevel,
float InExperience,
float InMaxExperience);
23 virtual void PostGameplayEffectExecute(
const FGameplayEffectModCallbackData& Data)
override;
35 UPROPERTY(BlueprintReadOnly, Category =
"Stat", meta = (AllowPrivateAccess =
true))
36 FGameplayAttributeData Critical;
38 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
39 FGameplayAttributeData Critical_Dmg;
42 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
43 FGameplayAttributeData Level;
46 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
47 FGameplayAttributeData Experience;
51 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
52 FGameplayAttributeData MaxExperience;