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Place in an AttributeSet to create an attribute that can be accessed using FGameplayAttribute. It is strongly encouraged to use this instead of raw float attributes
| Name | FGameplayAttributeData |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AttributeSet.h |
| Include Path | #include "AttributeSet.h" |
Syntax
USTRUCT (BlueprintType )
struct FGameplayAttributeData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| AttributeSet.h | |||
FGameplayAttributeData
(
float DefaultValue |
AttributeSet.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FGameplayAttributeData() |
AttributeSet.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetBaseValue() |
Returns the base value which only includes permanent changes | AttributeSet.h | |
float GetCurrentValue() |
Returns the current value, which includes temporary buffs | AttributeSet.h | |
virtual void SetBaseValue
(
float NewValue |
Modifies the permanent base value, normally only called by ability system or during initialization | AttributeSet.h | |
virtual void SetCurrentValue
(
float NewValue |
Modifies current value, normally only called by ability system or during initialization | AttributeSet.h |