| UObjectBase
|
Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemTestAttributeSet.h |
Include |
#include "AbilitySystemTestAttributeSet.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType, Meta=(HideInDetailsView))
class UAbilitySystemTestAttributeSet : public UAttributeSet
Name | Description | ||
---|---|---|---|
|
float |
ArmorDamageReduction |
|
|
float |
CritChance |
|
|
float |
CritMultiplier |
|
|
float |
Damage |
This Damage is just used for applying negative health mods. Its not a 'persistent' attribute. |
|
float |
DodgeChance |
|
|
float |
Health |
|
|
float |
LifeSteal |
|
|
float |
Mana |
|
|
float |
MaxHealth |
NOTE ON MUTABLE: This is only done so that UAbilitySystemTestAttributeSet can be initialized directly in GameplayEffectsTest.cpp without doing a const_cast in 100+ places. |
|
float |
MaxMana |
|
|
float |
NoStackAttribute |
|
|
float |
PhysicalDamage |
This Attribute is the actual physical damage for this actor. |
|
float |
SpellDamage |
This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffects |
|
float |
StackingAttribute1 |
|
|
float |
StackingAttribute2 |
|
|
float |
Strength |
Name | Description | |
---|---|---|
|
UAbilitySystemTestAttributeSet ( |
Name | Description | ||
---|---|---|---|
|
PostGameplayEffectExecute ( |
Called just before a GameplayEffect is executed to modify the base value of an attribute. |
|
|
PreGameplayEffectExecute ( |
Called just before modifying the value of an attribute. |