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Struct representing a float whose magnitude is dictated by a backing attribute and a calculation policy, follows basic form of: (Coefficient * (PreMultiplyAdditiveValue + [Eval'd Attribute Value According to Policy])) + PostMultiplyAdditiveValue
| Name | FAttributeBasedFloat |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
| Include Path | #include "GameplayEffect.h" |
Syntax
USTRUCT ()
struct FAttributeBasedFloat
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAttributeBasedFloat() |
Constructor | GameplayEffect.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttributeCalculationType | EAttributeBasedFloatCalculationType | Calculation policy in regards to the attribute | GameplayEffect.h |
|
| AttributeCurve | FCurveTableRowHandle | If a curve table entry is specified, the attribute will be used as a lookup into the curve instead of using the attribute directly. | GameplayEffect.h |
|
| BackingAttribute | FGameplayEffectAttributeCaptureDefinition | Attribute backing the calculation | GameplayEffect.h |
|
| Coefficient | FScalableFloat | Coefficient to the attribute calculation | GameplayEffect.h |
|
| FinalChannel | EGameplayModEvaluationChannel | Channel to terminate evaluation on when using AttributeEvaluatedUpToChannel calculation type | GameplayEffect.h |
|
| PostMultiplyAdditiveValue | FScalableFloat | Additive value to the attribute calculation, added in after the coefficient applies | GameplayEffect.h |
|
| PreMultiplyAdditiveValue | FScalableFloat | Additive value to the attribute calculation, added in before the coefficient applies | GameplayEffect.h |
|
| SourceTagFilter | FGameplayTagContainer | Filter to use on source tags; If specified, only modifiers applied with all of these tags will factor into the calculation | GameplayEffect.h |
|
| TargetTagFilter | FGameplayTagContainer | Filter to use on target tags; If specified, only modifiers applied with all of these tags will factor into the calculation | GameplayEffect.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float CalculateMagnitude
(
const FGameplayEffectSpec& InRelevantSpec |
Calculate and return the magnitude of the float given the specified gameplay effect spec. | GameplayEffect.h | |
EDataValidationResult IsDataValid
(
FDataValidationContext& Context, |
GameplayEffect.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FAttributeBasedFloat& Other |
GameplayEffect.h | ||
bool operator==
(
const FAttributeBasedFloat& Other |
Equality/Inequality operators | GameplayEffect.h |