local Buff_JumpStrengthen = {}; -- Script.Blueprint.UGCBuffs.BuffAction.Buff_JumpStrengthen function Buff_JumpStrengthen:LuaDoAction() -- if not UGCGameSystem.IsServer() then return true end UGCLogSystem.Log("[Buff_JumpStrengthen_LuaDoAction]") local OwnerPawn = self:GetOwnerPawn() if UE.IsValid(OwnerPawn) and self.Params[1] then -- UGCPawnAttrSystem.SetJumpZVelocity(OwnerPawn, UGCPawnAttrSystem.GetJumpZVelocity(OwnerPawn) * self.Params[1]) OwnerPawn.JumpMaxCount = self.Params[1] + 1 end return true end function Buff_JumpStrengthen:LuaUndoAction() -- if not UGCGameSystem.IsServer() then return true end UGCLogSystem.Log("[Buff_JumpStrengthen_LuaUndoAction]") --local OwnerPawn = self:GetOwnerPawn() --if UE.IsValid(OwnerPawn) and self.Params[1] then -- -- UGCPawnAttrSystem.SetJumpZVelocity(OwnerPawn, UGCPawnAttrSystem.GetJumpZVelocity(OwnerPawn) / self.Params[1]) -- OwnerPawn.JumpMaxCount = 1 --end return true end function Buff_JumpStrengthen:LuaResetAction() UGCLogSystem.Log("[Buff_JumpStrengthen_LuaResetAction]") return true end --function Buff_JumpStrengthen:LuaUpdateAction(DeltaSeconds) -- return true --end return Buff_JumpStrengthen;