// doesnt work because of FGameplayEffectContextHandle //[InlineData(new byte[] { // 0x04, 0xF0, 0x41, 0x2F, 0x4E, 0x0D, 0x21, 0x00, // 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10 }, 110)] //[InlineData(new byte[] { // 0x04, 0xF0, 0x41, 0x91, 0x43, 0x1D, 0x1E, 0x00, // 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10 }, 110)] public void GameplayCueParametersTest(byte[] rawData, int bitCount) { var reader = new NetBitReader(rawData, bitCount); var cue = new FGameplayCueParameters(); cue.Serialize(reader); Assert.True(reader.AtEnd()); Assert.False(reader.IsError); }
public override bool ManualRead(string property, object value) { switch (property) { case "GameplayCueParameters": GameplayCueParameters = (FGameplayCueParameters)value; break; default: return(base.ManualRead(property, value)); } return(true); }
public override bool ManualRead(string property, object value) { switch (property) { case "GameplayCueTag": GameplayCueTag = (FGameplayTag)value; break; case "PredictionKey": PredictionKey = (FPredictionKey)value; break; case "Parameters": Parameters = (FGameplayCueParameters)value; break; default: return(base.ManualRead(property, value)); } return(true); }