unreal.AttributeBasedFloat
¶
- class unreal.AttributeBasedFloat¶
Bases:
StructBase
Struct representing a float whose magnitude is dictated by a backing attribute and a calculation policy, follows basic form of: (Coefficient * (PreMultiplyAdditiveValue + [Eval’d Attribute Value According to Policy])) + PostMultiplyAdditiveValue
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayEffect.h
Editor Properties: (see get_editor_property/set_editor_property)
attribute_calculation_type
(AttributeBasedFloatCalculationType): [Read-Write] Calculation policy in regards to the attributeattribute_curve
(CurveTableRowHandle): [Read-Write] If a curve table entry is specified, the attribute will be used as a lookup into the curve instead of using the attribute directly.backing_attribute
(GameplayEffectAttributeCaptureDefinition): [Read-Write] Attribute backing the calculationcoefficient
(ScalableFloat): [Read-Write] Coefficient to the attribute calculationfinal_channel
(GameplayModEvaluationChannel): [Read-Write] Channel to terminate evaluation on when using AttributeEvaluatedUpToChannel calculation typepost_multiply_additive_value
(ScalableFloat): [Read-Write] Additive value to the attribute calculation, added in after the coefficient appliespre_multiply_additive_value
(ScalableFloat): [Read-Write] Additive value to the attribute calculation, added in before the coefficient appliessource_tag_filter
(GameplayTagContainer): [Read-Write] Filter to use on source tags; If specified, only modifiers applied with all of these tags will factor into the calculationtarget_tag_filter
(GameplayTagContainer): [Read-Write] Filter to use on target tags; If specified, only modifiers applied with all of these tags will factor into the calculation