FGameplayAttributeData

Place in an AttributeSet to create an attribute that can be accesed using [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute).

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

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

Include

#include "AttributeSet.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType))
struct FGameplayAttributeData

Remarks

Place in an AttributeSet to create an attribute that can be accesed using FGameplayAttribute. It is strongly encouraged to use this instead of raw float attributes

Variables

Name Description

Protected variable UProperty Category BlueprintReadOnly

float

 

BaseValue

Protected variable UProperty Category BlueprintReadOnly

float

 

CurrentValue

Constructors

Name Description

Public function

FGameplayAttributeData()

Public function

FGameplayAttributeData

(
    float DefaultValue
)

Destructors

Name Description

Public function Virtual

~FGameplayAttributeData()

Functions

Name Description

Public function Const

float

 

GetBaseValue()

Returns the base value which only includes permanent changes

Public function Const

float

 

GetCurrentValue()

Returns the current value, which includes temporary buffs

Public function Virtual

void

 

SetBaseValue

(
    float NewValue
)

Modifies the permanent base value, normally only called by ability system or during initialization

Public function Virtual

void

 

SetCurrentValue

(
    float NewValue
)

Modifies current value, normally only called by ability system or during initialization

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