Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectExecutionCalculation.h |
Include |
#include "GameplayEffectExecutionCalculation.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayEffectExecutionCalculation.cpp |
bool AttemptGatherAttributeMods
(
const FGameplayEffectAttributeCaptureDefinition & InCaptureDef,
const FAggregatorEvaluateParameters & InEvalParams,
OUTTMap< EGameplayModEvaluationChannel, const TArray< FAggregatorMod > * > & OutModMap
) const
Returns all modifiers for a given captured def. Note the returned list is a direct reference to the internal list stored in the attribute aggregators (possibly a snapshot copy or possibly the "real" ones). Also note that all modifiers are returned, even ones that do not qualify for the given InEvalParams. You will still need to check ::Qualifies() on the mods themselves to see if they "count". (we are returning a direct reference to the internal mod list, so we do not want to remove them or force a copy).
Consider using ForEachQualifiedAttributeMod when you want to "do something for every qualifier mod".