unreal.AbilitySystemTestAttributeSet
¶
- class unreal.AbilitySystemTestAttributeSet(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
AttributeSet
Ability System Test Attribute Set
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: AbilitySystemTestAttributeSet.h
Editor Properties: (see get_editor_property/set_editor_property)
armor_damage_reduction
(float): [Read-Write] Armor Damage Reductioncrit_chance
(float): [Read-Write] Crit Chancecrit_multiplier
(float): [Read-Write] Crit Multiplierdamage
(float): [Read-Write] Damage: This Damage is just used for applying negative health mods. Its not a ‘persistent’ attribute. // You can’t make a GameplayEffect ‘powered’ by Damage (Its transient)dodge_chance
(float): [Read-Write] Dodge Chancehealth
(float): [Read-Write] Health: You can’t make a GameplayEffect modify Health Directly (go through)life_steal
(float): [Read-Write] Life Stealmana
(float): [Read-Write] Manamax_health
(float): [Read-Write] Max Health: 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. Mutable is not required and should never be used on normal attribute sets.// You can’t make a GameplayEffect modify Health Directly (go through)
max_mana
(float): [Read-Write] Max Manano_stack_attribute
(float): [Read-Write] No Stack Attributephysical_damage
(float): [Read-Write] Physical Damage: This Attribute is the actual physical damage for this actor. It will power physical based GameplayEffectsspell_damage
(float): [Read-Write] Spell Damage: This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffectsstacking_attribute1
(float): [Read-Write] Stacking Attribute 1stacking_attribute2
(float): [Read-Write] Stacking Attribute 2strength
(float): [Read-Write] Strength
- property damage: float¶
[Read-Write] Damage: This Damage is just used for applying negative health mods. Its not a ‘persistent’ attribute. // You can’t make a GameplayEffect ‘powered’ by Damage (Its transient)
- Type:
(float)
- property health: float¶
[Read-Write] Health: You can’t make a GameplayEffect modify Health Directly (go through)
- Type:
(float)
- property max_health: float¶
[Read-Write] Max Health: 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. Mutable is not required and should never be used on normal attribute sets.
// You can’t make a GameplayEffect modify Health Directly (go through)
- Type:
(float)
- property physical_damage: float¶
[Read-Write] Physical Damage: This Attribute is the actual physical damage for this actor. It will power physical based GameplayEffects
- Type:
(float)