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API > API/Plugins > API/Plugins/GameplayAbilities
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
| Include | #include "GameplayEffect.h" |
Syntax
USTRUCT&40;&41;
struct FGameplayEffectModifierMagnitude
Remarks
Struct representing the magnitude of a gameplay effect modifier, potentially calculated in numerous different ways
Variables
| Type | Name | Description | |
|---|---|---|---|
| FAttributeBasedFloat | AttributeBasedMagnitude | Magnitude value represented by an attribute-based float (Coefficient * (PreMultiplyAdditiveValue + [Eval'd Attribute Value According to Policy])) + PostMultiplyAdditiveValue | |
| FCustomCalculationBasedFloat | CustomMagnitude | Magnitude value represented by a custom calculation class | |
| EGameplayEffectMagnitudeCalculation | MagnitudeCalculationType | Type of calculation to perform to derive the magnitude | |
| FScalableFloat | ScalableFloatMagnitude | Magnitude value represented by a scalable float | |
| FSetByCallerFloat | SetByCallerMagnitude | Magnitude value represented by a SetByCaller magnitude |
Constructors
| Type | Name | Description | |
|---|---|---|---|
| Default Constructor | |||
FGameplayEffectModifierMagnitude
(
const FScalableFloat& Value |
Constructors for setting value in code (for automation tests) | ||
FGameplayEffectModifierMagnitude
(
const FAttributeBasedFloat& Value |
|||
FGameplayEffectModifierMagnitude
(
const FCustomCalculationBasedFloat& Value |
|||
FGameplayEffectModifierMagnitude
(
const FSetByCallerFloat& Value |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | AttemptCalculateMagnitude
(
const FGameplayEffectSpec& InRelevantSpec, |
Attempts to calculate the magnitude given the provided spec. | |
| bool | AttemptRecalculateMagnitudeFromDependentAggregatorChange
(
const FGameplayEffectSpec& InRelevantSpec, |
Attempts to recalculate the magnitude given a changed aggregator. | |
| bool | CanCalculateMagnitude
(
const FGameplayEffectSpec& InRelevantSpec |
Determines if the magnitude can be properly calculated with the specified gameplay effect spec (could fail if relying on an attribute not present, etc.) | |
| void | GetAttributeCaptureDefinitions
(
TArray< FGameplayEffectAttributeCaptureDefinition >& OutCaptureDefs |
Gather all of the attribute capture definitions necessary to compute the magnitude and place them into the provided array | |
| TSubclassOf< UGameplayModMagnitudeCalculation > | Returns the custom magnitude calculation class, if any, for this magnitude. | ||
| EGameplayEffectMagnitudeCalculation | |||
| bool | GetSetByCallerDataNameIfPossible
(
FName& OutDataName |
Returns the DataName associated with this magnitude if it is set by caller | |
| const FSetByCallerFloat & | Returns SetByCaller data structure, for inspection purposes | ||
| bool | GetStaticMagnitudeIfPossible
(
float InLevel, |
Returns the magnitude as it was entered in data. | |
| FText | |||
| void | ReportErrors
(
const FString& PathName |
||
| bool | Implementing Serialize to clear references to assets that are not needed |
Operators
| Type | Name | Description | |
|---|---|---|---|
| bool | operator!=
(
const FGameplayEffectModifierMagnitude& Other |
||
| bool | operator==
(
const FGameplayEffectModifierMagnitude& Other |