Native class

FGBAGameplayAttributeDataDetails#

  • Declared in "Details/GBAGameplayAttributeDataDetails.h"
class FGBAGameplayAttributeDataDetails : public IGBAGameplayAttributeDataDetailsBase

Details customization for FGameplayAttributeData.

And ability to view / set BaseValue and CurrentValue (as DefaultValue)

Methods#

  • public
    • FGBAGameplayAttributeDataDetails&
    • CustomizeChildren&
    • Overrides IGBAGameplayAttributeDataDetailsBase::​CustomizeChildren
    virtual void
    CustomizeChildren(​
    TSharedRef<IPropertyHandle> InStructPropertyHandle,
    IDetailChildrenBuilder& InStructBuilder,
    IPropertyTypeCustomizationUtils& InStructCustomizationUtils
    ) override
    • CustomizeHeader&
    • Overrides IGBAGameplayAttributeDataDetailsBase::​CustomizeHeader
    virtual void
    CustomizeHeader(​
    TSharedRef<IPropertyHandle> InStructPropertyHandle,
    FDetailWidgetRow& InHeaderRow,
    IPropertyTypeCustomizationUtils& InStructCustomizationUtils
    ) override
  • virtual FGameplayAttributeData*
    GetGameplayAttributeData(​) const override
  • virtual void
    InitializeFromStructHandle(​
    const TSharedRef<IPropertyHandle>& InStructPropertyHandle,
    IPropertyTypeCustomizationUtils& InStructCustomizationUtils
    ) override
    • MakeInstance&
    static TSharedRef<IPropertyTypeCustomization>
  • private
    • HandleBaseValueChanged&
    void
    HandleBaseValueChanged(​
    float InValue
    ) const
  • public
    • ~FGBAGameplayAttributeDataDetails&

Fields#

  • private
    • AttributeDataBeingCustomized&
    TSharedPtr<FGameplayAttributeData*> AttributeDataBeingCustomized

    Keep track of the FGameplayAttributeData struct we are editing

    • BaseValueRow&
    TSharedPtr<FGBAGameplayAttributeDataDetailsRow> BaseValueRow