Native struct
FGBAAttributeSetExecutionData#
Structure holding various information to deal with AttributeSet lifecycle events (such as Pre/PostGameplayEffectExecute), extracting info from FGameplayEffectModCallbackData.
Methods#
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publicFGBAAttributeSetExecutionData() = default
Default constructor
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explicitFGBAAttributeSetExecutionData(const FGameplayEffectModCallbackData& InModCallbackData
Fills out FGBAAttributeSetExecutionData structure based on provided FGameplayEffectModCallbackData data.
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FStringToString(const FString& InSeparator = TEXT(",")
Returns a simple string representation for this structure
Fields#
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public
UPROPERTY(BlueprintReadOnly)
FGameplayEffectContextHandle ContextThis tells us how we got here (who / what applied us)
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UPROPERTY(BlueprintReadOnly)
float DeltaValue = 0.fHolds the delta value between old and new, if it is available (for Additive Operations)
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UPROPERTY(BlueprintReadOnly)
float MagnitudeValue = 0.fHolds the modifier magnitude value, if it is available (for scalable floats)
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UPROPERTY(BlueprintReadOnly)
TObjectPtr<AActor> SourceActor = nullptrThe physical representation of the Source ASC (The ability system component of the instigator that started the whole chain)
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UPROPERTY(BlueprintReadOnly)
TObjectPtr<UAbilitySystemComponent> SourceASC = nullptrThe ability system component of the instigator that started the whole chain
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UPROPERTY(BlueprintReadOnly)
TObjectPtr<APlayerController> SourceController = nullptrPlayerController 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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UPROPERTY(BlueprintReadOnly)
TObjectPtr<UObject> SourceObject = nullptrThe object this effect was created from.
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UPROPERTY(BlueprintReadOnly)
FGameplayTagContainer SourceTagsCombination of spec and actor tags for the captured Source Tags on GameplayEffectSpec creation
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UPROPERTY(BlueprintReadOnly)
FGameplayTagContainer SpecAssetTagsAll tags that apply to the gameplay effect spec
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UPROPERTY(BlueprintReadOnly)
TObjectPtr<AActor> TargetActor = nullptrThe physical representation of the owner (Avatar) for the target we intend to apply to
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UPROPERTY(BlueprintReadOnly)
TObjectPtr<UAbilitySystemComponent> TargetASC = nullptrThe ability system component we intend to apply to
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UPROPERTY(BlueprintReadOnly)
TObjectPtr<APlayerController> TargetController = nullptrPlayerController associated with the owning actor for the target we intend to apply to