16 void InitPlayerStats(
float InCritical,
float InCriticalDmg,
float InLifeSteal,
float InKnockback,
17 float InSoulGauge,
float InSoulGaugeMax,
float InSoulGaugeCost);
28 UPROPERTY(BlueprintReadOnly, Category =
"Stat", meta = (AllowPrivateAccess =
true))
29 FGameplayAttributeData Critical;
31 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
32 FGameplayAttributeData Critical_Dmg;
34 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
35 FGameplayAttributeData Life_Steal;
37 UPROPERTY(BlueprintReadOnly, Category = "Stat", meta = (AllowPrivateAccess = true))
38 FGameplayAttributeData Knockback;
40 UPROPERTY(BlueprintReadOnly, Category = "Skill", meta = (AllowPrivateAccess = true))
41 FGameplayAttributeData Soul_Gauge;
43 UPROPERTY(BlueprintReadOnly, Category = "Skill", meta = (AllowPrivateAccess = true))
44 FGameplayAttributeData Soul_Gauge_Max;
46 UPROPERTY(BlueprintReadOnly, Category = "Skill", meta = (AllowPrivateAccess = true))
47 FGameplayAttributeData Soul_Gauge_Cost;