/** * 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) { }
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); }