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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publicGameplay Effect Context Handle Struct Context
This tells us how we got here (who / what applied us)
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Float Delta Value = 0.0
Holds the delta value between old and new, if it is available (for Additive Operations)
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Float Magnitude Value = 0.0
Holds the modifier magnitude value, if it is available (for scalable floats)
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Actor Object Reference Source Actor = None
The 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
The ability system component of the instigator that started the whole chain
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Player Controller Object Reference Source Controller = None
PlayerController 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
The object this effect was created from.
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Gameplay Tag Container Struct Source Tags
Combination of spec and actor tags for the captured Source Tags on GameplayEffectSpec creation
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Gameplay Tag Container Struct Spec Asset Tags
All tags that apply to the gameplay effect spec
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Actor Object Reference Target Actor = None
The 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
The ability system component we intend to apply to
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Player Controller Object Reference Target Controller = None
PlayerController associated with the owning actor for the target we intend to apply to