// Copyright 2026 PHY. All Rights Reserved. #include "Items/PHYItemFragment_PropertySet.h" #include "GIS_ItemInstance.h" void UPHYItemFragment_PropertySet::OnInstanceCreated(UGIS_ItemInstance* ItemInstance) const { if (!IsValid(ItemInstance)) { return; } for (const FGIS_GameplayTagFloat& Modifier : BaseFloatModifiers) { if (Modifier.Tag.IsValid()) { ItemInstance->SetFloatAttribute(Modifier.Tag, Modifier.Value); } } for (const FGIS_GameplayTagInteger& Modifier : BaseIntegerModifiers) { if (Modifier.Tag.IsValid()) { ItemInstance->SetIntegerAttribute(Modifier.Tag, Modifier.Value); } } Super::OnInstanceCreated(ItemInstance); } bool UPHYItemFragment_PropertySet::IsEquippable() const { return ItemArchetype == EPHYItemArchetype::Weapon || ItemArchetype == EPHYItemArchetype::Equipment; } bool UPHYItemFragment_PropertySet::IsConsumable() const { return ItemArchetype == EPHYItemArchetype::Consumable; }