<div style="font-size: 0.7em"> *Disclaimer: On engine 5.2 and lower, a slight workaround related to const correctness of methods is needed. Fixed in 5.3.* </div>
- *Natively, Exec Calc are implementable in BP but are missing important helpers to actually base the calculation in Blueprint.*
## Quicker iterations - Empower Game Designers and Blueprint Developers to quickly iterate on their Attribute design. --- ## Introduction ###### Features 1. **Quicker Iterations** - Empower Game Designers and Blueprint Developers to rapidly iterate on Attribute design. --- ## Introduction ###### Features 2. **Define Attributes in Blueprint** - Create Attribute property variables in the Blueprint Editor for immediate use in Gameplay Effects, K2 Nodes (e.g., GetFloatAttribute()), and other locations where a Gameplay Attribute picker is applicable. --- 3. **Built-in Clamping** - Support for clamping via Data Table initialization. - Handling of "Min Value" and "Max Value" columns. - Customizable clamping using a special Gameplay Clamped Attribute Data property (a child of FGameplayAttributeData) with float or Attribute-based clamping. --- 4. **Customized Blueprint Editor** - Blueprint Editor with Data Validation. - Toolbar with quick-access buttons for: - Adding Gameplay Attribute properties. - Creation of Data Tables. - Porting BP Attribute Sets to standard C++ Attribute Sets. - Details Customizations to expose Attribute BaseValue to Blueprint and set it directly from the Details panel. --- 5. **Interactions with Gameplay Effects** - Attribute Sets can override several functions to control how an Attribute responds when a Gameplay Effect attempts to modify it. - Most of this API is exposed to Blueprints (e.g., PostGameplayEffectExecute, Pre/PostAttributeChange). --- 6. **Replication** - Replication support for Gameplay Attributes defined in Blueprints, suitable for multiplayer projects. - Handling of LifetimeReplicatedProps. - Integration of rep notifies to manage predictively modified attributes by clients (equivalent to the C++ GAMEPLAYATTRIBUTE_REPNOTIFY macro). --- 7. **Integration with K2 Nodes** - K2 Nodes (Blueprint nodes) that use FGameplayAttribute parameters now display a list of Attributes defined in Blueprints in the combo box, similar to Gameplay Attribute properties in Gameplay Effects. --- 8. **Attribute Wizard for Blueprint to C++ Transition** - A wizard and Scaffold module facilitate the transition from Blueprint-defined Attributes to C++. - Generates proper C++ header and source files (with preview!) based on defined Gameplay Attributes in the BP Attribute Set. --- 9. **Referencer Handlers** - Detects Attribute renaming in the Blueprint Editor. - Offers to replace previous references to the renamed Attribute in Gameplay Effects. - Displays a list of modified properties and Blueprint nodes (K2Nodes) in the message log with clickable links for easy navigation to the referencers.