| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UAbilitySystemComponent; | |
| class ULyraAbilitySystemComponent; | |
| class UObject; | |
| // ALyraCharacter typically gets the ability system component from the possessing player state | |
| // This represents a character with a self-contained ability system component. | |
| UCLASS(MinimalAPI, Blueprintable) | |
| class ALyraCharacterWithAbilities : public ALyraCharacter | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UE_API ALyraCharacterWithAbilities(const FObjectInitializer& ObjectInitializer); | |
| UE_API virtual void PostInitializeComponents() override; | |
| UE_API virtual UAbilitySystemComponent* GetAbilitySystemComponent() const override; | |
| private: | |
| // The ability system component sub-object used by player characters. | |
| UPROPERTY(VisibleAnywhere, Category = "Lyra|PlayerState") | |
| TObjectPtr<ULyraAbilitySystemComponent> AbilitySystemComponent; | |
| // Health attribute set used by this actor. | |
| UPROPERTY() | |
| TObjectPtr<const class ULyraHealthSet> HealthSet; | |
| // Combat attribute set used by this actor. | |
| UPROPERTY() | |
| TObjectPtr<const class ULyraCombatSet> CombatSet; | |
| }; | |