Native class
UGBAEditorSettings#
Common Settings for Blueprint Attributes plugin
Methods#
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public
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static const UGBAEditorSettings&Get()
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virtual FNameGetCategoryName() const
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static UGBAEditorSettings&GetMutable()
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virtual FTextGetSectionText() const
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static boolIsAttributeFiltered(const TSet<FString>& InFilterList,
const FString& InAttributeNameHelper to check if a given attribute property is filtered by FilterAttributesList
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virtual voidPostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent
Fields#
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public
UPROPERTY(EditAnywhere, config)
bool bUseCompactView = falseWhether to use a compact view mode for Gameplay Attribute Data properties in Attribute Set Blueprints.
For both class defaults variables and when viewing / editing a single Attribute Data property, making the edition of BaseValue possible in the header of the row.
Only for simple Gameplay Attribute Data properties, clamped properties still display using the full extended version.
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UPROPERTY(EditAnywhere, config)
TSet<FString> FilterAttributesListSet of gameplay attributes to ignore in attributes picker widget.
Allows you to filter out a list of gameplay attributes from Attribute Sets in Gameplay Effects Blueprint or any Blueprint nodes listing them (such as GetFloatAttribute())
It can be useful if your project is never using pre-defined Attributes (such as AbilitySystemComponent.OutgoingDuration / IncomingDuration), or plugins (such as GAS Companion GSCAttributeSet)
This is a StartsWith search pattern, meaning any value here should be the beginning of an attribute (or set) we'd like to ignore, example:
- AbilitySystemComponent
- AbilitySystemComponent.OutgoingDuration
- AbilitySystemComponent.IncomingDuration
- GSCAttributeSet
- GSCAttributeSet.Mana
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UPROPERTY(EditAnywhere, config)
FText HeaderFormatTextCustomize how the header row is displayed and what should be included.
This is a FText::Format format string, with two floats being passed in as an argument (BaseValue and CurrentValue). Both float values are converted to String with "%.2f" to reduce precision to only two decimals.
Default Value: "Base: {0}, Current: {1}"
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static constexpr const TCHAR* PluginCategoryName = TEXT("Blueprint Attributes")
The category name for our developer settings
See also: GetCategoryName