Native class

FGBAAttributeSetSpecBase#

  • Declared in "Tests/AttributeSet/GBAAttributeSetSpecBase.h"
class FGBAAttributeSetSpecBase : public FAutomationSpecBase

Internal structs#

Methods#

  • public
    • FGBAAttributeSetSpecBase&
    inline
    FGBAAttributeSetSpecBase(​
    const FString& InName
    )
  • protected
    • AddModifier&
    static inline FGameplayModifierInfo&
    AddModifier(​
    UGameplayEffect* Effect,
    FProperty* Property,
    EGameplayModOp::Type Op,
    const FScalableFloat& Magnitude
    )
    • ApplyGameplayEffect&
    inline bool
    ApplyGameplayEffect(​
    UAbilitySystemComponent* ASC,
    const FString& EffectLoadPath,
    const float Level = 1.f
    )
    • CreateWorld&
    static inline UWorld*
    CreateWorld(​
    uint64& OutInitialFrameCounter
    )
    • GetAttributeProperty&
    static inline FGameplayAttribute
    GetAttributeProperty(​
    const UClass* InClass,
    const FName& InPropertyName
    )
    • GetClampedExpectedValue&
    inline float
    GetClampedExpectedValue(​
    const FAttributeTestDefinition& InMinAttributeDef,
    const FAttributeTestDefinition& InMaxAttributeDef,
    const float InValue
    )
    • GetStorage&
    static inline UGBATestsStorageSubsystem&
    GetStorage(​)
    • GetStorageTestMap&
    inline TMap<FName, FGameplayAttribute>
    GetStorageTestMap(​
    const FString& InEventName
    ) const

    Returns a map with keys as expected storage keys, and value the expected attribute to be set with the payload

    • HasAttributeSet&
    static inline bool
    HasAttributeSet(​
    const UAbilitySystemComponent* ASC,
    const TSubclassOf<UAttributeSet> AttributeClass
    )
    • StaticLoadDataTable&
    static inline UDataTable*
    StaticLoadDataTable(​
    const FString& InPackageName
    )
    • TeardownWorld&
    static inline void
    TeardownWorld(​
    UWorld* InWorld,
    const uint64 InFrameCounter
    )
    • TestAttribute&
    inline void
    TestAttribute(​
    const FName& InAttributePropertyName,
    const UClass* InAttributesSetClass = nullptr
    )
    • TestAttribute&
    inline void
    TestAttribute(​
    const FName& InAttributePropertyName,
    const float InExpectedValue,
    const UClass* InAttributesSetClass = nullptr
    )
    • TestAttributeClamping&
    inline void
    TestAttributeClamping(​
    const FAttributeTestDefinition& InAttributeDef,
    const FAttributeTestDefinition& InMinAttributeDef,
    const FAttributeTestDefinition& InMaxAttributeDef
    )
    • TickWorld&
    static inline void
    TickWorld(​
    UWorld* InWorld,
    float Time
    )

Fields#

  • protected
    • FixtureCharacterLoadPath&
    static constexpr const TCHAR* FixtureCharacterLoadPath = TEXT("/BlueprintAttributesTests/Fixtures/BP_Attributes_Test_Character.BP_Attributes_Test_Character_C")
    • InitialFrameCounter&
    uint64 InitialFrameCounter = 0
    • TestActor&
    ACharacter* TestActor = nullptr
    • TestASC&
    UAbilitySystemComponent* TestASC = nullptr
    • TestAttributeSet&
    UGBAAttributeSetBlueprintBase* TestAttributeSet = nullptr
    • TestAttributeSetClass&
    TSubclassOf<UAttributeSet> TestAttributeSetClass = nullptr
    • World&
    UWorld* World = nullptr