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// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once

#include "Engine/DataAsset.h"

#include "LyraGameData.generated.h"

#define UE_API LYRAGAME_API

class UGameplayEffect;
class UObject;

/**

 * ULyraGameData

 *

 *	Non-mutable data asset that contains global game data.

 */
UCLASS(MinimalAPI, BlueprintType, Const, Meta = (DisplayName = "Lyra Game Data", ShortTooltip = "Data asset containing global game data."))
class ULyraGameData : public UPrimaryDataAsset
{
	GENERATED_BODY()

public:

	UE_API ULyraGameData();

	// Returns the loaded game data.
	static UE_API const ULyraGameData& Get();

public:

	// Gameplay effect used to apply damage.  Uses SetByCaller for the damage magnitude.
	UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects", meta = (DisplayName = "Damage Gameplay Effect (SetByCaller)"))
	TSoftClassPtr<UGameplayEffect> DamageGameplayEffect_SetByCaller;

	// Gameplay effect used to apply healing.  Uses SetByCaller for the healing magnitude.
	UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects", meta = (DisplayName = "Heal Gameplay Effect (SetByCaller)"))
	TSoftClassPtr<UGameplayEffect> HealGameplayEffect_SetByCaller;

	// Gameplay effect used to add and remove dynamic tags.
	UPROPERTY(EditDefaultsOnly, Category = "Default Gameplay Effects")
	TSoftClassPtr<UGameplayEffect> DynamicTagGameplayEffect;
};

#undef UE_API