Native class
FGBAGameplayAttributeDataClampedDetails#
Details customization for FGBAGameplayClampedAttributeData.
And ability to view / set BaseValue and CurrentValue (as DefaultValue)
Methods#
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public
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virtual voidCustomizeChildren(TSharedRef<IPropertyHandle> InStructPropertyHandle,
IDetailChildrenBuilder& InStructBuilder,
IPropertyTypeCustomizationUtils& InStructCustomizationUtils -
virtual voidCustomizeHeader(TSharedRef<IPropertyHandle> InStructPropertyHandle,
FDetailWidgetRow& InHeaderRow,
IPropertyTypeCustomizationUtils& InStructCustomizationUtils -
virtual FGameplayAttributeData*GetGameplayAttributeData() const override
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virtual voidInitializeFromStructHandle(const TSharedRef<IPropertyHandle>& InStructPropertyHandle,
IPropertyTypeCustomizationUtils& InStructCustomizationUtils -
static TSharedRef<IPropertyTypeCustomization>MakeInstance()
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privatevoidHandleBaseValueChanged(float InValue
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publicvirtual
Fields#
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privateTSharedPtr<FGBAGameplayClampedAttributeData*> AttributeDataBeingCustomized
Keep track of the FGBAGameplayClampedAttributeData struct we are editing
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TSharedPtr<FGBAGameplayAttributeDataDetailsRow> BaseValueRow