Native-defined blueprint struct
GBAAttribute Set Execution Data#
Structure holding various information to deal with AttributeSet lifecycle events (such as Pre/PostGameplayEffectExecute), extracting info from FGameplayEffectModCallbackData.
Properties#
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            public Gameplay Effect Context Handle Struct
Context Gameplay Effect Context Handle Struct
ContextThis tells us how we got here (who / what applied us) 
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             Float
Delta Value = 0.0 Float
Delta Value = 0.0Holds the delta value between old and new, if it is available (for Additive Operations) 
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             Float
Magnitude Value = 0.0 Float
Magnitude Value = 0.0Holds the modifier magnitude value, if it is available (for scalable floats) 
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             Actor Object Reference
Source Actor = None Actor Object Reference
Source Actor = NoneThe physical representation of the Source ASC (The ability system component of the instigator that started the whole chain) 
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             Ability System Component Object Reference
Source ASC = None Ability System Component Object Reference
Source ASC = NoneThe ability system component of the instigator that started the whole chain 
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             Player Controller Object Reference
Source Controller = None Player Controller Object Reference
Source Controller = NonePlayerController associated with the owning actor for the Source ASC (The ability system component of the instigator that started the whole chain) 
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             Object Object Reference
Source Object = None Object Object Reference
Source Object = NoneThe object this effect was created from. 
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             Gameplay Tag Container Struct
Source Tags Gameplay Tag Container Struct
Source TagsCombination of spec and actor tags for the captured Source Tags on GameplayEffectSpec creation 
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             Gameplay Tag Container Struct
Spec Asset Tags Gameplay Tag Container Struct
Spec Asset TagsAll tags that apply to the gameplay effect spec 
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             Actor Object Reference
Target Actor = None Actor Object Reference
Target Actor = NoneThe physical representation of the owner (Avatar) for the target we intend to apply to 
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             Ability System Component Object Reference
Target ASC = None Ability System Component Object Reference
Target ASC = NoneThe ability system component we intend to apply to 
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             Player Controller Object Reference
Target Controller = None Player Controller Object Reference
Target Controller = NonePlayerController associated with the owning actor for the target we intend to apply to