Example #1
0
 /**
  * Applies an inplace mod to the given attribute. Unlike ApplyModToAttribute this function will run on the client or server.
  * This may result in problems related to prediction and will not roll back properly.
  */
 public void ApplyModToAttributeUnsafe(FGameplayAttribute Attribute,
                                       EGameplayModOp ModifierOp, float ModifierMagnitude)
 {
 }
Example #2
0
 public FGameplayModifierEvaluatedData(FGameplayAttribute InAttribute, EGameplayModOp InModOp, float InMagnitude,
                                       FActiveGameplayEffectHandle InHandle)
 {
 }
 public void AddAggregatorMod(float EvaluatedData, EGameplayModOp ModifierOp, EGameplayModEvaluationChannel ModifierChannel, FGameplayTagRequirements SourceTagReqs, FGameplayTagRequirements TargetTagReqs, bool IsPredicted, FActiveGameplayEffectHandle ActiveHandle)
 {
 }
 public void ExecModOnBaseValue(EGameplayModOp ModifierOp, float EvaluatedMagnitude)
 {
 }
 /**
  * Add a modifier to the channel
  *
  * @param EvaluatedMagnitude	Magnitude of the modifier
  * @param ModOp					Operation of the modifier
  * @param SourceTagReqs			Source tag requirements of the modifier
  * @param TargetTagReqs			Target tag requirements of the modifier
  * @param bIsPredicted			Whether the mod is predicted or not
  * @param ActiveHandle			Handle of the active gameplay effect that's applying the mod
  */
 public void AddMod(float EvaluatedMagnitude, EGameplayModOp ModOp, FGameplayTagRequirements SourceTagReqs,
                    FGameplayTagRequirements TargetTagReqs, bool bIsPredicted, FActiveGameplayEffectHandle ActiveHandle)
 {
 }
 public static float StaticExecModOnBaseValue(float BaseValue, EGameplayModOp ModifierOp,
                                              float EvaluatedMagnitude)
 {
     return(1f);
 }