Unreal GAS:当属性发生变化时将其当前值打印到UI

Roi*_*ton 3 c++ unreal-engine4 unreal-gameplay-ability-system

当属性的基值更改时,可以UAttributeSet::PostGameplayEffectExecute()访问(新)值和GameplayEffect及其上下文。我用它来将更改后的值打印到 UI(这也在 ActionRPG 中完成)。

是否有类似的东西可用于属性的当前值?如何通知UI,何时FGameplayAttributeData::CurrentValue更新?


  • 尽管UAttributeSet::PreAttributeChange()在每次值更新时都会调用它,但它不提供任何上下文,因此无法从那里访问 UI(广播的事件FAggregator也不适合)。
  • 可以使用GameplayCue来代替,在 UI 中设置 的值FGameplayAttributeData::CurrentValue(提示由设置当前值的GameplayEffect触发)。这可以通过从 a 派生GameplayCueNotifyActor并使用其事件OnExecute和 来实现OnRemove。然而,仅仅为了更新 UI 而实例化一个 Actor 似乎是一种资源浪费。
  • It is also possible to fetch the information using the UI itself (calling a function which accesses the attribute each tick or with a timer), but in comparison to event driven UI update, this is also wasteful.

Roi*_*ton 8

GameplayAbilitySystem 会UAbilitySystemComponent::GetGameplayAttributeValueChangeDelegate()返回一个回调类型FOnGameplayAttributeValueChange,每当属性发生更改(基值或当前值)时就会触发该回调。这可用于注册委托/回调,从而可用于更新 UI。

最小的例子

MyCharacter.h

// Declare the type for the UI callback.
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FAttributeChange, float, AttributeValue);

UCLASS()
class MYPROJECT_API MyCharacter : public ACharacter, public IAbilitySystemInterface
{
    // ...

    // This callback can be used by the UI.
    UPROPERTY(BlueprintAssignable, Category = "Attribute callbacks")
    FAttributeChange OnManaChange;

    // The callback to be registered within AbilitySystem.
    void OnManaUpdated(const FOnAttributeChangeData& Data);

    // Within here, the callback is registered.
    void BeginPlay() override;

    // ...
}
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MyCharacter.cpp

void MyCharacter::OnManaUpdated(const FOnAttributeChangeData& Data)
{
    // Fire the callback. Data contains more than NewValue, in case it is needed.
    OnManaChange.Broadcast(Data.NewValue);
}

void MyCharacter::BeginPlay()
{
    Super::BeginPlay();
    if (AbilitySystemComponent)
    {
        AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(MyAttributeSet::GetManaAttribute()).AddUObject(this, &MyCharacterBase::OnManaUpdated);
    }
}
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MyAttributeSet.h

UCLASS()
class MYPROJECT_API MyAttributeSet : public UAttributeSet
{
    // ...
    UPROPERTY(BlueprintReadOnly, Category = "Mana", ReplicatedUsing=OnRep_Mana)
    FGameplayAttributeData Mana;

    // Add GetManaAttribute().
    GAMEPLAYATTRIBUTE_PROPERTY_GETTER(URPGAttributeSet, Mana)

    // ...
}
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通过角色蓝图的 EventGraph 更新 UI 的示例,该示例源自MyCharacter. UpdatedManaInUI是将值打印到 UI 的函数。

更新蓝图中的属性

此处,UpdatedManaInUI自行检索值。您可能想使用AttributeValueof OnManaChange