unreal.AbilitySystemTestAttributeSet

class unreal.AbilitySystemTestAttributeSet(outer: Object | None = None, name: Name | str = 'None')

Bases: AttributeSet

Ability System Test Attribute Set

C++ Source:

  • Plugin: GameplayAbilities

  • Module: GameplayAbilities

  • File: AbilitySystemTestAttributeSet.h

Editor Properties: (see get_editor_property/set_editor_property)

  • armor_damage_reduction (float): [Read-Write]

  • crit_chance (float): [Read-Write]

  • crit_multiplier (float): [Read-Write]

  • damage (float): [Read-Write] This Damage is just used for applying negative health mods. Its not a ‘persistent’ attribute. // You can’t make a GameplayEffect ‘powered’ by Damage (Its transient)

  • dodge_chance (float): [Read-Write]

  • health (float): [Read-Write] You can’t make a GameplayEffect modify Health Directly (go through)

  • life_steal (float): [Read-Write]

  • mana (float): [Read-Write]

  • max_health (float): [Read-Write] NOTE ON MUTABLE: This is only done so that UAbilitySystemTestAttributeSet can be initialized directly in GameplayEffectsTest.cpp without doing a const_cast in 100+ places. Mutable is not required and should never be used on normal attribute sets.

    // You can’t make a GameplayEffect modify Health Directly (go through)

  • max_mana (float): [Read-Write]

  • no_stack_attribute (float): [Read-Write]

  • physical_damage (float): [Read-Write] This Attribute is the actual physical damage for this actor. It will power physical based GameplayEffects

  • spell_damage (float): [Read-Write] This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffects

  • stacking_attribute1 (float): [Read-Write]

  • stacking_attribute2 (float): [Read-Write]

  • strength (float): [Read-Write]

property armor_damage_reduction: float

[Read-Write]

Type:

(float)

property crit_chance: float

[Read-Write]

Type:

(float)

property crit_multiplier: float

[Read-Write]

Type:

(float)

property damage: float

[Read-Write] This Damage is just used for applying negative health mods. Its not a ‘persistent’ attribute. // You can’t make a GameplayEffect ‘powered’ by Damage (Its transient)

Type:

(float)

property dodge_chance: float

[Read-Write]

Type:

(float)

property health: float

[Read-Write] You can’t make a GameplayEffect modify Health Directly (go through)

Type:

(float)

property life_steal: float

[Read-Write]

Type:

(float)

property mana: float

[Read-Write]

Type:

(float)

property max_health: float

[Read-Write] NOTE ON MUTABLE: This is only done so that UAbilitySystemTestAttributeSet can be initialized directly in GameplayEffectsTest.cpp without doing a const_cast in 100+ places. Mutable is not required and should never be used on normal attribute sets.

// You can’t make a GameplayEffect modify Health Directly (go through)

Type:

(float)

property max_mana: float

[Read-Write]

Type:

(float)

property no_stack_attribute: float

[Read-Write]

Type:

(float)

property physical_damage: float

[Read-Write] This Attribute is the actual physical damage for this actor. It will power physical based GameplayEffects

Type:

(float)

property spell_damage: float

[Read-Write] This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffects

Type:

(float)

property stacking_attribute1: float

[Read-Write]

Type:

(float)

property stacking_attribute2: float

[Read-Write]

Type:

(float)

property strength: float

[Read-Write]

Type:

(float)