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Struct representing the magnitude of a gameplay effect modifier, potentially calculated in numerous different ways
| Name | FGameplayEffectModifierMagnitude |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
| Include Path | #include "GameplayEffect.h" |
Syntax
USTRUCT ()
struct FGameplayEffectModifierMagnitude
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameplayEffectModifierMagnitude
(
const FAttributeBasedFloat& Value |
GameplayEffect.h | ||
FGameplayEffectModifierMagnitude
(
const FScalableFloat& Value |
Constructors for setting value in code (for automation tests) | GameplayEffect.h | |
| Default Constructor | GameplayEffect.h | ||
FGameplayEffectModifierMagnitude
(
const FCustomCalculationBasedFloat& Value |
GameplayEffect.h | ||
FGameplayEffectModifierMagnitude
(
const FSetByCallerFloat& Value |
GameplayEffect.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AttemptCalculateMagnitude
(
const FGameplayEffectSpec& InRelevantSpec, |
Attempts to calculate the magnitude given the provided spec. | GameplayEffect.h | |
bool AttemptRecalculateMagnitudeFromDependentAggregatorChange
(
const FGameplayEffectSpec& InRelevantSpec, |
Attempts to recalculate the magnitude given a changed aggregator. | GameplayEffect.h | |
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.) | GameplayEffect.h | |
void GetAttributeCaptureDefinitions
(
TArray< FGameplayEffectAttributeCaptureDefinition >& OutCaptureDefs |
Gather all of the attribute capture definitions necessary to compute the magnitude and place them into the provided array | GameplayEffect.h | |
| Returns the custom magnitude calculation class, if any, for this magnitude. | GameplayEffect.h | ||
EGameplayEffectMagnitudeCalculation GetMagnitudeCalculationType() |
GameplayEffect.h | ||
bool GetSetByCallerDataNameIfPossible
(
FName& OutDataName |
Returns the DataName associated with this magnitude if it is set by caller | GameplayEffect.h | |
const FSetByCallerFloat & GetSetByCallerFloat() |
Returns SetByCaller data structure, for inspection purposes | GameplayEffect.h | |
bool GetStaticMagnitudeIfPossible
(
float InLevel, |
Returns the magnitude as it was entered in data. | GameplayEffect.h | |
FText GetValueForEditorDisplay() |
GameplayEffect.h | ||
EDataValidationResult IsDataValid
(
FDataValidationContext& Context, |
GameplayEffect.h | ||
void ReportErrors
(
const FString& PathName |
GameplayEffect.h | ||
bool Serialize
(
FArchive& Ar |
Implementing Serialize to clear references to assets that are not needed | GameplayEffect.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FGameplayEffectModifierMagnitude& Other |
GameplayEffect.h | ||
bool operator==
(
const FGameplayEffectModifierMagnitude& Other |
GameplayEffect.h |