Native struct

FGBAClampDefinition#

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

Methods#

  • public
    • FGBAClampDefinition&
    FGBAClampDefinition(​) = default

    default constructor

    • GetValueForClamping&
    float
    GetValueForClamping(​
    const UAttributeSet* InOwnerSet
    ) const

    Returns the actual float value to use for the clamping, based on the ClampType used (eg. the backing attribute value or the static float)

    • GetValueForClamping&
    bool
    GetValueForClamping(​
    const UAttributeSet* InOwnerSet,
    float& OutValue
    ) const

    Returns the actual float value to use for the clamping, based on the ClampType used (eg. the backing attribute value or the static float)

    • ToString&
    inline FString
    ToString(​) const

    Returns string representation of all member variables of this struct

Fields#

  • public
    • Attribute&
    • Replicated

    UPROPERTY(EditDefaultsOnly)

    FGameplayAttribute Attribute

    Gameplay Attribute to base the clamping on (for example, MaxHealth when clamping the Health attribute)

    Only "owned" attributes will be displayed here, meaning attributes that are part of the same Attribute Set class (eg. same owner)

    • ClampType&
    • Replicated

    UPROPERTY(EditDefaultsOnly)

    EGBAClampingType ClampType = EGBAClampingType::Float

    Type of clamping to perform (either static float or attribute based)

    • Value&
    • Replicated

    UPROPERTY(EditDefaultsOnly)

    float Value = 0.f

    Float value to base the clamping on