// Copyright 2025 https://yuewu.dev/en All Rights Reserved. #include "AbilitySystem/GCS_GameplayEffectContext.h" void FGCS_ContextPayload_Combat::SetTaggedValue(const FGameplayTag& Tag, float NewValue) { if (Tag.IsValid()) { bool bFound = false; for (FGCS_TaggedValue& TaggedValue : TaggedValues) { if (TaggedValue.Attribute == Tag) { TaggedValue.Value = NewValue; bFound = true; break; } } if (!bFound) { FGCS_TaggedValue Temp; Temp.Attribute = Tag; Temp.Value = NewValue; TaggedValues.Add(Temp); } } } float FGCS_ContextPayload_Combat::GetTaggedValue(const FGameplayTag& Tag) const { if (Tag.IsValid()) { for (const FGCS_TaggedValue& TaggedValue : TaggedValues) { if (TaggedValue.Attribute == Tag) { return TaggedValue.Value; } } } return 0.0f; }