unreal.RuntimeAttributeValue

class unreal.RuntimeAttributeValue(attribute_name: str = '', full_name: str = '', set_class_name: str = '', base_value: float = 0.0, current_value: float = 0.0)

Bases: StructBase

The runtime base and current value of a single gameplay attribute.

C++ Source:

  • Plugin: GASToolsets

  • Module: GASToolsets

  • File: AbilitySystemInspectorToolset.h

Editor Properties: (see get_editor_property/set_editor_property)

  • attribute_name (str): [Read-Write] The short attribute name (e.g. “Health”).

  • base_value (float): [Read-Write] The permanent base value, unaffected by temporary modifiers.

  • current_value (float): [Read-Write] The current value after all active modifiers are applied.

  • full_name (str): [Read-Write] The fully-qualified name including the owning set (e.g. “UMyHealthSet.Health”).

  • set_class_name (str): [Read-Write] The name of the AttributeSet class that owns this attribute (e.g. “UMyHealthSet”).

property attribute_name: str

[Read-Write] The short attribute name (e.g. “Health”).

Type:

(str)

property base_value: float

[Read-Write] The permanent base value, unaffected by temporary modifiers.

Type:

(float)

property current_value: float

[Read-Write] The current value after all active modifiers are applied.

Type:

(float)

property full_name: str

[Read-Write] The fully-qualified name including the owning set (e.g. “UMyHealthSet.Health”).

Type:

(str)

property set_class_name: str

[Read-Write] The name of the AttributeSet class that owns this attribute (e.g. “UMyHealthSet”).

Type:

(str)