Navigation
Unreal Engine C++ API Reference > Plugins > GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAttributeSet
- UAbilitySystemTestAttributeSet
References
Module | GameplayAbilities |
Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AttributeSet.h |
Include | #include "AttributeSet.h" |
Syntax
UCLASS (DefaultToInstanced, Blueprintable)
class UAttributeSet : public UObject
Remarks
Defines the set of all GameplayAttributes for your game Games should subclass this and add FGameplayAttributeData properties to represent attributes like health, damage, etc AttributeSets are added to the actors as subobjects, and then registered with the AbilitySystemComponent It often desired to have several sets per project that inherit from each other You could make a base health set, then have a player set that inherits from it and adds more attributes
Variables
Type | Name | Description | |
---|---|---|---|
![]() |
uint32: 1 | bNetAddressable | Is this attribute set safe to ID over the network by name? |
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
UAttributeSet
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
FGameplayAbilityActorInfo * | GetActorInfo () |
|
![]() ![]() |
void | GetAttributesFromSetClass
(
const TSubclassOf< UAttributeSet >& AttributeSetClass, |
Populates (without emptying) a TArray with all FGameplayAttributes from an attribute set class. |
![]() ![]() |
UAbilitySystemComponent * | ||
![]() ![]() |
UAbilitySystemComponent * | ||
![]() ![]() |
AActor * | Gets information about owning actor | |
![]() ![]() |
void | InitFromMetaDataTable
(
const UDataTable* DataTable |
Initializes attribute data from a meta DataTable |
![]() ![]() ![]() |
void | OnAttributeAggregatorCreated
(
const FGameplayAttribute& Attribute, |
Callback for when an FAggregator is created for an attribute in this set. |
![]() ![]() ![]() |
void | PostAttributeBaseChange
(
const FGameplayAttribute& Attribute, |
Called just after any modification happens to an attribute's base value when an attribute aggregator exists. |
![]() ![]() |
void | PostAttributeChange
(
const FGameplayAttribute& Attribute, |
Called just after any modification happens to an attribute. |
![]() ![]() |
void | PostGameplayEffectExecute
(
const FGameplayEffectModCallbackData& Data |
Called just after a GameplayEffect is executed to modify the base value of an attribute. |
![]() ![]() ![]() |
void | PreAttributeBaseChange
(
const FGameplayAttribute& Attribute, |
This is called just before any modification happens to an attribute's base value when an attribute aggregator exists. |
![]() ![]() |
void | PreAttributeChange
(
const FGameplayAttribute& Attribute, |
An "On Aggregator Change" type of event could go here, and that could be called when active gameplay effects are added or removed to an attribute aggregator. |
![]() ![]() |
bool | Called just before modifying the value of an attribute. | |
![]() ![]() |
void | PrintDebug () |
Print debug information to the log |
![]() |
void | This signifies the attribute set can be ID'd by name over the network. | |
![]() ![]() ![]() |
bool | ShouldInitProperty
(
bool FirstInit, |
Override to disable initialization for specific properties |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
![]() ![]() ![]() |
bool | IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network | |
![]() ![]() ![]() |
bool | IsSupportedForNetworking means an object can be referenced over the network | |
![]() ![]() |
void | Called right after receiving a bunch | |
![]() ![]() |
void | Called right before receiving a bunch |