// Implement Calculate Health void ABaseCharacter::CalculateHealth(float Delta) { // We increase the Health Parameter passed as parameter Health += Delta; // After that we call the function CalculateDead CalculateDead(); }
void ABaseCharacter::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { isDead = false; Health = 100; Super::PostEditChangeProperty(PropertyChangedEvent); CalculateDead(); }
void ABaseCharacter::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { isDead = false; Health = 100; // Call the super method Super::PostEditChangeProperty(PropertyChangedEvent); // Check if any changes kill the character CalculateDead(); }
void ABaseCharacter::CalculateHealth(float delta) { Health += delta; CalculateDead(); }
// Implement CalculateHealth void ABaseCharacter::CalculateHealth(float Delta) { Health += Delta; //take the value of healt and add the delta value CalculateDead(); }