FGameplayModifierEvaluatedData

Data that describes what happened in an attribute modification.

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

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

Include

#include "GameplayEffectTypes.h"

Syntax

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

Remarks

Data that describes what happened in an attribute modification. This is passed to ability set callbacks

Variables

Name Description

Public variable UProperty

FGameplayAttrib...

 

Attribute

What attribute was modified

Public variable UProperty

FActiveGameplay...

 

Handle

Handle of the active gameplay effect that originated us. Will be invalid in many cases

Public variable UProperty

bool

 

IsValid

True if something was evaluated

Public variable UProperty

float

 

Magnitude

The raw magnitude of the applied attribute, this is generally before being clamped

Public variable UProperty

TEnumAsByte< EG...

 

ModifierOp

The numeric operation of this modifier: Override, Add, Multiply, etc

Constructors

Name Description

Public function

FGameplayModifierEvaluatedData()

Public function

FGameplayModifierEvaluatedData

(
    const FGameplayAttribute& InAttrib...,
    TEnumAsByte< EGameplayModOp::Type >...,
    float InMagnitude,
    FActiveGameplayEffectHandle InHandl...
)

Functions

Name Description

Public function Const

FString

 

ToSimpleString()

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