Native struct
FGBAGameplayClampedAttributeData#
USTRUCT(
DisplayName = "Gameplay Clamped Attribute Data")
Place in a Blueprint AttributeSet to create an attribute that can be accessed using FGameplayAttribute.
This one has clamping functionality built-in (compared to FGameplayAttributeData)
Methods#
-
publicFGBAGameplayClampedAttributeData() = default
-
inlineFGBAGameplayClampedAttributeData(const float DefaultValue
Fields#
-
public
UPROPERTY(EditDefaultsOnly)
FGBAClampDefinition MaxValue -
UPROPERTY(EditDefaultsOnly)
FGBAClampDefinition MinValue