UAbilitySystemTestAttributeSet

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UAttributeSet

UAbilitySystemTestAttributeSet

References

Module

GameplayAbilities

Header

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

Include

#include "AbilitySystemTestAttributeSet.h"

Syntax

UCLASS(Blueprintable, BlueprintType, Meta=(HideInDetailsView))
class UAbilitySystemTestAttributeSet : public UAttributeSet

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Replicated

float

 

ArmorDamageReduction

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Replicated

float

 

CritChance

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Replicated

float

 

CritMultiplier

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

Damage

This Damage is just used for applying negative health mods. Its not a 'persistent' attribute.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Replicated

float

 

DodgeChance

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Replicated

float

 

Health

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Replicated

float

 

LifeSteal

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Replicated

float

 

Mana

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Replicated

float

 

MaxHealth

ON MUTABLE: This is only done so that UAbilitySystemTestAttributeSet can be initialized directly in GameplayEffectsTest.cpp without doing a const_cast in 100+ places.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Replicated

float

 

MaxMana

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

NoStackAttribute

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Replicated

float

 

PhysicalDamage

This Attribute is the actual physical damage for this actor.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Replicated

float

 

SpellDamage

This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffects

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

StackingAttribute1

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

float

 

StackingAttribute2

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Replicated

float

 

Strength

Constructors

Name Description

Public function

UAbilitySystemTestAttributeSet

(
    const FObjectInitializer& ObjectIn...
)

Overridden from UAttributeSet

Name Description

Public function Virtual

void

 

PostGameplayEffectExecute

(
    const FGameplayEffectModCallbackDat...
)

Called just before a GameplayEffect is executed to modify the base value of an attribute.

Public function Virtual

bool

 

PreGameplayEffectExecute

Called just before modifying the value of an attribute.