unreal.GameplayEffectExecutionScopedModifierInfo
¶
- class unreal.GameplayEffectExecutionScopedModifierInfo¶
Bases:
StructBase
Struct representing modifier info used exclusively for “scoped” executions that happen instantaneously. These are folded into a calculation only for the extent of the calculation and never permanently added to an aggregator.
C++ Source:
Plugin: GameplayAbilities
Module: GameplayAbilities
File: GameplayEffect.h
Editor Properties: (see get_editor_property/set_editor_property)
aggregator_type
(GameplayEffectScopedModifierAggregatorType): [Read-Only] Aggregator Type: Type of aggregator backing the scoped modcaptured_attribute
(GameplayEffectAttributeCaptureDefinition): [Read-Only] Captured Attribute: Backing attribute that the scoped modifier is forevaluation_channel_settings
(GameplayModEvaluationChannelSettings): [Read-Write] Evaluation Channel Settings: Evaluation channel settings of the scoped modifiermodifier_magnitude
(GameplayEffectModifierMagnitude): [Read-Write] Modifier Magnitude: Magnitude of the scoped modifiermodifier_op
(GameplayModOp): [Read-Write] Modifier Op: Modifier operation to performsource_tags
(GameplayTagRequirements): [Read-Write] Source Tags: Source tag requirements for the modifier to applytarget_tags
(GameplayTagRequirements): [Read-Write] Target Tags: Target tag requirements for the modifier to applytransient_aggregator_identifier
(GameplayTag): [Read-Only] Transient Aggregator Identifier: Identifier for aggregator if acting as a transient “temporary variable” aggregator