Navigation
API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAttributeSet
- UAbilitySystemTestAttributeSet
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemTestAttributeSet.h |
| Include | #include "AbilitySystemTestAttributeSet.h" |
Syntax
UCLASS (Blueprintable, BlueprintType, Meta=(HideInDetailsView))
class UAbilitySystemTestAttributeSet : public UAttributeSet
Variables
| Type | Name | Description | |
|---|---|---|---|
| float | ArmorDamageReduction | ||
| float | CritChance | ||
| float | CritMultiplier | ||
| float | Damage | This Damage is just used for applying negative health mods. Its not a 'persistent' attribute. | |
| float | DodgeChance | ||
| float | Health | ||
| float | LifeSteal | ||
| FGameplayAttributeData | Mana | ||
| float | MaxHealth | NOTE ON MUTABLE: This is only done so that UAbilitySystemTestAttributeSet can be initialized directly in GameplayEffectsTest.cpp without doing a const_cast in 100+ places. | |
| float | MaxMana | ||
| float | NoStackAttribute | ||
| float | PhysicalDamage | This Attribute is the actual physical damage for this actor. | |
| float | SpellDamage | This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffects | |
| float | StackingAttribute1 | ||
| float | StackingAttribute2 | ||
| float | Strength |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAbilitySystemTestAttributeSet
(
const FObjectInitializer& ObjectInitializer |
Overridden from UAttributeSet
| Type | Name | Description | |
|---|---|---|---|
| void | PostGameplayEffectExecute
(
const FGameplayEffectModCallbackData& Data |
Called just after a GameplayEffect is executed to modify the base value of an attribute. | |
| bool | Called just before modifying the value of an attribute. |