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| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AttributeSet.h |
Include |
#include "AttributeSet.h" |
UCLASS(DefaultToInstanced, Blueprintable)
class UAttributeSet : public UObject
Defines the set of all GameplayAttributes for your game Games should subclass this and add FGameplayAttributeData properties to represent attributes like health, damage, etc AttributeSets are added to the actors as subobjects, and then registered with the AbilitySystemComponent It often desired to have several sets per project that inherit from each other You could make a base health set, then have a player set that inherits from it and adds more attributes
Name | Description | ||
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uint32: 1 |
bNetAddressable |
Is this attribute set safe to ID over the network by name? |
Name | Description | |
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UAttributeSet ( |
Name | Description | ||
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FGameplayAbi... |
GetActorInfo() |
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UAbilitySyst... |
GetOwningAbilitySystemComponent() |
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UAbilitySyst... |
GetOwningAbilitySystemComponentChecked() |
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AActor * |
GetOwningActor() |
Gets information about owning actor |
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InitFromMetaDataTable ( |
Initializes attribute data from a meta DataTable |
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OnAttributeAggregatorCreated ( |
Callback for when an FAggregator is created for an attribute in this set. |
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PostAttributeBaseChange ( |
Called just after any modification happens to an attribute's base value when an attribute aggregator exists. |
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PostAttributeChange ( |
Called just after any modification happens to an attribute. |
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PostGameplayEffectExecute ( |
Called just before a GameplayEffect is executed to modify the base value of an attribute. |
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PreAttributeBaseChange ( |
This is called just before any modification happens to an attribute's base value when an attribute aggregator exists. |
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PreAttributeChange ( |
An "On Aggregator Change" type of event could go here, and that could be called when active gameplay effects are added or removed to an attribute aggregator. |
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PreGameplayEffectExecute ( |
Called just before modifying the value of an attribute. |
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PrintDebug() |
Print debug information to the log |
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SetNetAddressable() |
This signifies the attribute set can be ID'd by name over the network. |
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ShouldInitProperty |
Override to disable initialization for specific properties |
Name | Description | ||
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IsNameStableForNetworking() |
IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network |
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IsSupportedForNetworking() |
IsSupportedForNetworking means an object can be referenced over the network |
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PostNetReceive() |
Called right after receiving a bunch |
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PreNetReceive() |
Called right before receiving a bunch |