moved GamePlayAttribute fields(health, mana,...) next to ATTRIBUTE_ACCESSORS
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@@ -38,22 +38,24 @@ class CRUNCH_API UCAttributeSet : public UAttributeSet
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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public:
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ATTRIBUTE_ACCESSORS(UCAttributeSet, Health);
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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ATTRIBUTE_ACCESSORS(UCAttributeSet, MaxHealth);
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ATTRIBUTE_ACCESSORS(UCAttributeSet, Mana);
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ATTRIBUTE_ACCESSORS(UCAttributeSet, MaxMana);
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virtual void GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const override;
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private:
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private:
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UPROPERTY(ReplicatedUsing=OnRep_Health)
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UPROPERTY(ReplicatedUsing=OnRep_Health)
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FGameplayAttributeData Health;
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FGameplayAttributeData Health;
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ATTRIBUTE_ACCESSORS(UCAttributeSet, Health);
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UPROPERTY(ReplicatedUsing=OnRep_MaxHealth)
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UPROPERTY(ReplicatedUsing=OnRep_MaxHealth)
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FGameplayAttributeData MaxHealth;
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FGameplayAttributeData MaxHealth;
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ATTRIBUTE_ACCESSORS(UCAttributeSet, MaxHealth);
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UPROPERTY(ReplicatedUsing=OnRep_Mana)
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UPROPERTY(ReplicatedUsing=OnRep_Mana)
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FGameplayAttributeData Mana;
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FGameplayAttributeData Mana;
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ATTRIBUTE_ACCESSORS(UCAttributeSet, Mana);
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UPROPERTY(ReplicatedUsing=OnRep_MaxMana)
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UPROPERTY(ReplicatedUsing=OnRep_MaxMana)
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FGameplayAttributeData MaxMana;
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FGameplayAttributeData MaxMana;
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ATTRIBUTE_ACCESSORS(UCAttributeSet, MaxMana);
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UFUNCTION()
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UFUNCTION()
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void OnRep_Health(const FGameplayAttributeData& OldValue);
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void OnRep_Health(const FGameplayAttributeData& OldValue);
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