UE5 C++ Gas开发 学习记录(三)

本文介绍了如何在UnrealEngine项目中集成AuraPlayerState、AuraAbilitySystemComponentBase和AuraAttributeSet,以及在Build.cs、Enemy.cpp和AuraCharacter.h/cpp中设置网络复制模式,确保游戏中的能力系统组件和玩家状态在网络同步中的正确处理。

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添加AuraPlayerState,AuraAbilitySystemComponentBase和AuraAttributeSet

在Build.cs里添加

// Copyright Epic Games, Inc. All Rights Reserved. using UnrealBuildTool; public class MyGas : ModuleRules { public MyGas(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore","EnhancedInput" , "GameplayAbilities" }); PrivateDependencyModuleNames.AddRange(new string[] { "GameplayAbilities","GameplayTags","GameplayTasks" }); // Uncomment if you are using Slate UI // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); // Uncomment if you are using online features // PrivateDependencyModuleNames.Add("OnlineSubsystem"); // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true } }

AuraPlayerState.h

// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "AbilitySystemComponent.h" #include "AbilitySystemInterface.h" #include "GameFramework/PlayerState.h" #include "AuraPlayerState.generated.h" class UAbilitySystemComponent; class UAttributeSet; /** * */ UCLASS() class MYGAS_API AAuraPlayerState : public APlayerState , public IAbilitySystemInterface { GENERATED_BODY() public: AAuraPlayerState(); virtual UAbilitySystemComponent* GetAbilitySystemComponent() const o

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