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Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code
| Name | UGameplayModMagnitudeCalculation |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayModMagnitudeCalculation.h |
| Include Path | #include "GameplayModMagnitudeCalculation.h" |
Syntax
UCLASS (BlueprintType, Blueprintable, Abstract, MinimalAPI)
class UGameplayModMagnitudeCalculation : public UGameplayEffectCalculation
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayEffectCalculation → UGameplayModMagnitudeCalculation
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameplayModMagnitudeCalculation
(
const FObjectInitializer& ObjectInitializer |
GameplayModMagnitudeCalculation.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float CalculateBaseMagnitude
(
const FGameplayEffectSpec& Spec |
Calculate the base magnitude of the gameplay effect modifier, given the specified spec. | GameplayModMagnitudeCalculation.h |
|
virtual FOnExternalGameplayModifierDependencyChange * GetExternalModifierDependencyMulticast
(
const FGameplayEffectSpec& Spec, |
If the magnitude resultant from the custom calculation depends on game code-specific conditions that are not under the purview of the ability system, this method should be overridden to provide a multicast delegate that will fire when the reliant conditions change, so that the magnitude can be recalculated and updated. | GameplayModMagnitudeCalculation.h | |
bool ShouldAllowNonNetAuthorityDependencyRegistration() |
Simple accessor to bAllowNonNetAuthorityDependencyRegistration with some validation: Read the comment on that variable for usage!!! | GameplayModMagnitudeCalculation.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetCapturedAttributeMagnitude
(
const FGameplayEffectAttributeCaptureDefinition& Def, |
Convenience method to get attribute magnitude during a CalculateMagnitude call | GameplayModMagnitudeCalculation.h | |
float GetSetByCallerMagnitudeByName
(
const FGameplayEffectSpec& EffectSpec, |
Extracts the Set by Caller Magnitude from a Gameplay Effect Spec | GameplayModMagnitudeCalculation.h |
|
float GetSetByCallerMagnitudeByTag
(
const FGameplayEffectSpec& EffectSpec, |
Extracts the Set by Caller Magnitude from a Gameplay Effect Spec | GameplayModMagnitudeCalculation.h |
|
const FGameplayTagContainer & GetSourceActorTags
(
const FGameplayEffectSpec& EffectSpec |
Returns the source actor tags from a Gameplay Effect Spec | GameplayModMagnitudeCalculation.h |
|
FGameplayTagContainer GetSourceAggregatedTags
(
const FGameplayEffectSpec& EffectSpec |
Copies and returns the source aggregated tags from a Gameplay Effect Spec | GameplayModMagnitudeCalculation.h |
|
const FGameplayTagContainer & GetSourceSpecTags
(
const FGameplayEffectSpec& EffectSpec |
Returns the source spec tags from a Gameplay Effect Spec | GameplayModMagnitudeCalculation.h |
|
const FGameplayTagContainer & GetTargetActorTags
(
const FGameplayEffectSpec& EffectSpec |
Returns the target actor tags from a Gameplay Effect Spec Useful for Modifier Magnitude Calculations | GameplayModMagnitudeCalculation.h |
|
FGameplayTagContainer GetTargetAggregatedTags
(
const FGameplayEffectSpec& EffectSpec |
Copies and returns the target aggregated tags from a Gameplay Effect Spec | GameplayModMagnitudeCalculation.h |
|
const FGameplayTagContainer & GetTargetSpecTags
(
const FGameplayEffectSpec& EffectSpec |
Returns the target spec tags from a Gameplay Effect Spec Useful for Modifier Magnitude Calculations | GameplayModMagnitudeCalculation.h |
|
float K2_GetCapturedAttributeMagnitude
(
const FGameplayEffectSpec& EffectSpec, |
Gets the captured magnitude value for the given Attribute For this to work correctly, the Attribute needs to be added to the Relevant Attributes to Capture array | GameplayModMagnitudeCalculation.h |
|