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