Navigation
API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGameplayEffectCalculation
- UGameplayModMagnitudeCalculation
References
Module | GameplayAbilities |
Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayModMagnitudeCalculation.h |
Include | #include "GameplayModMagnitudeCalculation.h" |
Syntax
UCLASS (BlueprintType, Blueprintable, Abstract)
class UGameplayModMagnitudeCalculation : public UGameplayEffectCalculation
Remarks
Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code
Variables
Type | Name | Description | |
---|---|---|---|
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bool | bAllowNonNetAuthorityDependencyRegistration | Whether the calculation allows non-net authorities to register the external dependency multi-cast delegate or not; Effectively whether clients are allowed to perform the custom calculation themselves or not |
Constructors
Type | Name | Description | |
---|---|---|---|
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UGameplayModMagnitudeCalculation
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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float | CalculateBaseMagnitude
(
const FGameplayEffectSpec& Spec |
Calculate the base magnitude of the gameplay effect modifier, given the specified spec. |
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bool | GetCapturedAttributeMagnitude
(
const FGameplayEffectAttributeCaptureDefinition& Def, |
Convenience method to get attribute magnitude during a CalculateMagnitude call |
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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. |
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float | GetSetByCallerMagnitudeByName
(
const FGameplayEffectSpec& EffectSpec, |
Extracts the Set by Caller Magnitude from a Gameplay Effect Spec |
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float | GetSetByCallerMagnitudeByTag
(
const FGameplayEffectSpec& EffectSpec, |
Extracts the Set by Caller Magnitude from a Gameplay Effect Spec |
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const FGameplayTagContainer & | GetSourceActorTags
(
const FGameplayEffectSpec& EffectSpec |
Returns the source actor tags from a Gameplay Effect Spec |
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FGameplayTagContainer | GetSourceAggregatedTags
(
const FGameplayEffectSpec& EffectSpec |
Copies and returns the source aggregated tags from a Gameplay Effect Spec |
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const FGameplayTagContainer & | GetSourceSpecTags
(
const FGameplayEffectSpec& EffectSpec |
Returns the source spec tags from a Gameplay Effect Spec |
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const FGameplayTagContainer & | GetTargetActorTags
(
const FGameplayEffectSpec& EffectSpec |
Returns the target actor tags from a Gameplay Effect Spec Useful for Modifier Magnitude Calculations |
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FGameplayTagContainer | GetTargetAggregatedTags
(
const FGameplayEffectSpec& EffectSpec |
Copies and returns the target aggregated tags from a Gameplay Effect Spec |
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const FGameplayTagContainer & | GetTargetSpecTags
(
const FGameplayEffectSpec& EffectSpec |
Returns the target spec tags from a Gameplay Effect Spec Useful for Modifier Magnitude Calculations |
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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 |
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bool | Simple accessor to bAllowNonNetAuthorityDependencyRegistration with some validation: Read the comment on that variable for usage!!! |