Native struct
FGBAClampDefinition#
Methods#
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publicFGBAClampDefinition() = default
default constructor
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floatGetValueForClamping(const UAttributeSet* InOwnerSet
Returns the actual float value to use for the clamping, based on the ClampType used (eg. the backing attribute value or the static float)
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boolGetValueForClamping(const UAttributeSet* InOwnerSet,
float& OutValueReturns the actual float value to use for the clamping, based on the ClampType used (eg. the backing attribute value or the static float)
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inline FStringToString() const
Returns string representation of all member variables of this struct
Fields#
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public
UPROPERTY(EditDefaultsOnly)
FGameplayAttribute AttributeGameplay 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)
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UPROPERTY(EditDefaultsOnly)
EGBAClampingType ClampType = EGBAClampingType::FloatType of clamping to perform (either static float or attribute based)
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UPROPERTY(EditDefaultsOnly)
float Value = 0.fFloat value to base the clamping on