FGBAAttributeSetExecutionData#

  • Declared in "Abilities/GBAAttributeSetBlueprintBase.h"
USTRUCT(
BlueprintType)
struct BLUEPRINTATTRIBUTES_API FGBAAttributeSetExecutionData

Structure holding various information to deal with AttributeSet lifecycle events (such as Pre/PostGameplayEffectExecute), extracting info from FGameplayEffectModCallbackData.

Methods#

  • public
    • FGBAAttributeSetExecutionData&

    Default constructor

    • FGBAAttributeSetExecutionData&
    explicit
    FGBAAttributeSetExecutionData(​
    const FGameplayEffectModCallbackData& InModCallbackData
    )

    Fills out FGBAAttributeSetExecutionData structure based on provided FGameplayEffectModCallbackData data.

    • ToString&
    FString
    ToString(​
    const FString& InSeparator = TEXT(",")
    ) const

    Returns a simple string representation for this structure

Fields#

  • public
    • Context&
    • Replicated

    UPROPERTY(BlueprintReadOnly)

    FGameplayEffectContextHandle Context

    This tells us how we got here (who / what applied us)

    • DeltaValue&
    • Replicated

    UPROPERTY(BlueprintReadOnly)

    float DeltaValue = 0.f

    Holds the delta value between old and new, if it is available (for Additive Operations)

    • MagnitudeValue&
    • Replicated

    UPROPERTY(BlueprintReadOnly)

    float MagnitudeValue = 0.f

    Holds the modifier magnitude value, if it is available (for scalable floats)

    • SourceActor&
    • Replicated

    UPROPERTY(BlueprintReadOnly)

    TObjectPtr<AActor> SourceActor = nullptr

    The physical representation of the Source ASC (The ability system component of the instigator that started the whole chain)

    • SourceASC&
    • Replicated

    UPROPERTY(BlueprintReadOnly)

    TObjectPtr<UAbilitySystemComponent> SourceASC = nullptr

    The ability system component of the instigator that started the whole chain

    • SourceController&
    • Replicated

    UPROPERTY(BlueprintReadOnly)

    TObjectPtr<APlayerController> SourceController = nullptr

    PlayerController associated with the owning actor for the Source ASC (The ability system component of the instigator that started the whole chain)

    • SourceObject&
    • Replicated

    UPROPERTY(BlueprintReadOnly)

    TObjectPtr<UObject> SourceObject = nullptr

    The object this effect was created from.

    • SourceTags&
    • Replicated

    UPROPERTY(BlueprintReadOnly)

    FGameplayTagContainer SourceTags

    Combination of spec and actor tags for the captured Source Tags on GameplayEffectSpec creation

    • SpecAssetTags&
    • Replicated

    UPROPERTY(BlueprintReadOnly)

    FGameplayTagContainer SpecAssetTags

    All tags that apply to the gameplay effect spec

    • TargetActor&
    • Replicated

    UPROPERTY(BlueprintReadOnly)

    TObjectPtr<AActor> TargetActor = nullptr

    The physical representation of the owner (Avatar) for the target we intend to apply to

    • TargetASC&
    • Replicated

    UPROPERTY(BlueprintReadOnly)

    TObjectPtr<UAbilitySystemComponent> TargetASC = nullptr

    The ability system component we intend to apply to

    • TargetController&
    • Replicated

    UPROPERTY(BlueprintReadOnly)

    TObjectPtr<APlayerController> TargetController = nullptr

    PlayerController associated with the owning actor for the target we intend to apply to