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Struct used to hold the result of a gameplay attribute capture; Initially seeded by definition data, but then populated by ability system component when appropriate
| Name | FGameplayEffectAttributeCaptureSpec |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
| Include Path | #include "GameplayEffect.h" |
Syntax
USTRUCT ()
struct FGameplayEffectAttributeCaptureSpec
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Constructors. | GameplayEffect.h | ||
FGameplayEffectAttributeCaptureSpec
(
const FGameplayEffectAttributeCaptureDefinition& InDefinition |
GameplayEffect.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttributeAggregator | FAggregatorRef | Ref to the aggregator for the captured attribute | GameplayEffect.h | |
| BackingDefinition | FGameplayEffectAttributeCaptureDefinition | Copy of the definition the spec should adhere to for capturing | GameplayEffect.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AttemptAddAggregatorModsToAggregator
(
FAggregator& OutAggregatorToAddTo |
Attempts to populate the specified aggregator with all of the mods of the backing captured aggregator. | GameplayEffect.h | |
bool AttemptCalculateAttributeBaseValue
(
float& OutBaseValue |
Attempts to calculate the base value of the captured attribute given the specified parameters. | GameplayEffect.h | |
bool AttemptCalculateAttributeBonusMagnitude
(
const FAggregatorEvaluateParameters& InEvalParams, |
Attempts to calculate the "bonus" magnitude (final - base value) of the captured attribute given the specified parameters. | GameplayEffect.h | |
bool AttemptCalculateAttributeContributionMagnitude
(
const FAggregatorEvaluateParameters& InEvalParams, |
Attempts to calculate the contribution of the specified GE to the captured attribute given the specified parameters. | GameplayEffect.h | |
bool AttemptCalculateAttributeMagnitude
(
const FAggregatorEvaluateParameters& InEvalParams, |
Attempts to calculate the magnitude of the captured attribute given the specified parameters. | GameplayEffect.h | |
bool AttemptCalculateAttributeMagnitudeUpToChannel
(
const FAggregatorEvaluateParameters& InEvalParams, |
Attempts to calculate the magnitude of the captured attribute given the specified parameters, up to the specified evaluation channel (inclusive). | GameplayEffect.h | |
bool AttemptCalculateAttributeMagnitudeWithBase
(
const FAggregatorEvaluateParameters& InEvalParams, |
Attempts to calculate the magnitude of the captured attribute given the specified parameters, including a starting base value. | GameplayEffect.h | |
bool AttemptGatherAttributeMods
(
const FAggregatorEvaluateParameters& InEvalParams, |
Gathers made for a given capture. | GameplayEffect.h | |
bool AttemptGetAttributeAggregatorSnapshot
(
FAggregator& OutAggregatorSnapshot |
Attempts to populate the specified aggregator with a snapshot of the backing captured aggregator. | GameplayEffect.h | |
const FGameplayEffectAttributeCaptureDefinition & GetBackingDefinition() |
Simple accessor to backing capture definition | GameplayEffect.h | |
bool HasValidCapture() |
Returns whether the spec actually has a valid capture yet or not | GameplayEffect.h | |
void RegisterLinkedAggregatorCallback
(
FActiveGameplayEffectHandle Handle |
Register this handle with linked aggregators | GameplayEffect.h | |
bool ShouldRefreshLinkedAggregator
(
const FAggregator* ChangedAggregator |
Return true if this capture should be recalculated if the given aggregator has changed | GameplayEffect.h | |
void SwapAggregator
(
FAggregatorRef From, |
Swaps any internal references From aggregator To aggregator. Used when cloning | GameplayEffect.h | |
void UnregisterLinkedAggregatorCallback
(
FActiveGameplayEffectHandle Handle |
Unregister this handle with linked aggregators | GameplayEffect.h |