FAggregator

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MacOS
Linux

Inheritance Hierarchy

TSharedFromThis

FAggregator

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectAggregator.h

Include

#include "GameplayEffectAggregator.h"

Syntax

struct FAggregator : public TSharedFromThis< FAggregator >

Variables

Name Description

Public variable

FAggregatorEval...

 

EvaluationMetaData

Custom meta data for the aggregator

Public variable

int32

 

NetUpdateID

NetworkID that we had our last update from.

Public variable

FOnAggregatorDi...

 

OnDirty

Public variable

FOnAggregatorDi...

 

OnDirtyRecursive

Constructors

Name Description

Public function

FAggregator

(
    float InBaseValue
)

Destructors

Name Description

Public function

~FAggregator()

Functions

Name Description

Public function

void

 

AddAggregatorMod

(
    float EvaluatedData,
    TEnumAsByte< EGameplayModOp::Type >...,
    EGameplayModEvaluationChannel Modif...,
    const FGameplayTagRequirements*...,
    const FGameplayTagRequirements*...,
    bool IsPredicted,
    FActiveGameplayEffectHandle ActiveH...
)

Public function

void

 

AddDependent

(
    FActiveGameplayEffectHandle Handle
)

Public function

void

 

AddModsFrom

(
    const FAggregator& SourceAggregato...
)

Public function Const

float

 

Evaluate

(
    const FAggregatorEvaluateParameters...
)

Evaluates the Aggregator with the internal base value and given parameters

Public function Const

float

 

EvaluateBonus

(
    const FAggregatorEvaluateParameters...
)

Evaluates the Aggregator to compute its "bonus" (final - base) value

Public function Const

float

 

EvaluateContribution

(
    const FAggregatorEvaluateParameters...,
    FActiveGameplayEffectHandle ActiveH...
)

Evaluates the contribution from the GE associated with ActiveHandle

Public function Const

void

 

EvaluateQualificationForAllMods

(
    const FAggregatorEvaluateParameters...
)

Calls ::UpdateQualifies on each mod. Useful for when you need to manually inspect aggregators

Public function Const

float

 

EvaluateToChannel

(
    const FAggregatorEvaluateParameters...,
    EGameplayModEvaluationChannel Final...
)

Evaluates the aggregator with the internal base value and given parameters, up to the specified evaluation channel (inclusive)

Public function Const

float

 

EvaluateWithBase

(
    float InlineBaseValue,
    const FAggregatorEvaluateParameters...
)

Evaluates the Aggregator with an arbitrary base value

Public function

void

 

ExecModOnBaseValue

(
    TEnumAsByte< EGameplayModOp::Type >...,
    float EvaluatedMagnitude
)

Public function Const

void

 

ForEachMod

(
    TFunction< void...
)

Helper function for iterating through all mods within the aggregator

Public function Const

void

 

GetAllAggregatorMods

(
    OUTTMap< EGameplayModEvaluationChan...
)

Populate a mapping of channel to corresponding mods

Public function Const

float

 

GetBaseValue()

Simple accessor to base value

Public function

void

 

OnActiveEffectDependenciesSwapped

(
    const TMap< FActiveGameplayEffectHa...
)

Called when the aggregator's gameplay effect dependencies have potentially been swapped out for new ones, like when GE arrays are cloned.

Public function

void

 

RemoveAggregatorMod

(
    FActiveGameplayEffectHandle ActiveH...
)

Removes all mods for the passed in handle and marks this as dirty to recalculate the aggregator

Public function

void

 

RemoveDependent

(
    FActiveGameplayEffectHandle Handle
)

Public function Const

float

 

ReverseEvaluate

(
    float FinalValue,
    const FAggregatorEvaluateParameters...
)

Works backwards to calculate the base value. Used on clients for doing predictive modifiers

Public function

void

 

SetBaseValue

(
    float NewBaseValue,
    bool BroadcastDirtyEvent
)

Public function Static

float

 

StaticExecModOnBaseValue

(
    float BaseValue,
    TEnumAsByte< EGameplayModOp::Type >...,
    float EvaluatedMagnitude
)

Public function

void

 

TakeSnapshotOf

(
    const FAggregator& AggToSnapshot
)

Public function

void

 

UpdateAggregatorMod

(
    FActiveGameplayEffectHandle ActiveH...,
    const FGameplayAttribute& Attribut...,
    const FGameplayEffectSpec& Spec,
    bool bWasLocallyGenerated,
    FActiveGameplayEffectHandle InHandl...
)

Updates the aggregators for the past in handle, this will handle it so the UAttributeSets stats only get one update for the delta change

Typedefs

Name

Description

FOnAggregatorDirty

Deprecated Functions

Name Description

Public function Const

void

 

DebugGetAllAggregatorMods

(
    OUTTMap< EGameplayModEvaluationChan...
)

Use GetAllAggregatorMods

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