Payback 0.0.1
CK Graduation Project
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FPlayerStatTableRow 구조체 참조abstract

#include <StatTable.h>

FPlayerStatTableRow에 대한 상속 다이어그램 :
Inheritance graph
FPlayerStatTableRow에 대한 협력 다이어그램:
Collaboration graph

Public 멤버 함수

 UPROPERTY (EditAnywhere, BlueprintReadWrite) FName Character_Name
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite) FName Character_Weapon
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite) float Character_Hp=0.0f
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite) float Character_Attack=0.0f
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite) float Character_Attack_Speed=0.0f
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite) float Character_Move_Speed=0.0f
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite) float Character_Critical=0.0f
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite) float Character_Critical_Dmg=0.0f
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite) float Character_Life_Steal=0.0f
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite) float Character_Stun=0.0f
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite) float Character_Knockback=0.0f
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite) float Character_Soul_Gauge=0.0f
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite) float Character_Soul_Gauge_Max=0.0f
 
 UPROPERTY (EditAnywhere, BlueprintReadWrite) float Character_Soul_Gauge_Cost=0.0f
 

멤버 함수 문서화

◆ UPROPERTY() [1/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)
pure virtual

◆ UPROPERTY() [2/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)
pure virtual

◆ UPROPERTY() [3/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)
pure virtual

◆ UPROPERTY() [4/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)
pure virtual

◆ UPROPERTY() [5/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)
pure virtual

◆ UPROPERTY() [6/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)
pure virtual

◆ UPROPERTY() [7/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)
pure virtual

◆ UPROPERTY() [8/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)
pure virtual

◆ UPROPERTY() [9/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)
pure virtual

◆ UPROPERTY() [10/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)
pure virtual

◆ UPROPERTY() [11/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)
pure virtual

◆ UPROPERTY() [12/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)
pure virtual

◆ UPROPERTY() [13/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)

◆ UPROPERTY() [14/14]

FPlayerStatTableRow::UPROPERTY ( EditAnywhere  ,
BlueprintReadWrite   
)

이 구조체에 대한 문서화 페이지는 다음의 파일로부터 생성되었습니다.: