Example #1
0
 /**
  * Attempts to calculate the magnitude of the captured attribute given the specified parameters, up to the specified evaluation channel (inclusive).
  * Can fail if the spec doesn't have a valid capture yet.
  *
  * @param InEvalParams	Parameters to evaluate the attribute under
  * @param FinalChannel	Evaluation channel to terminate the calculation at
  * @param OutMagnitude	[OUT] Computed magnitude
  *
  * @return True if the magnitude was successfully calculated, false if it was not
  */
 public bool AttemptCalculateAttributeMagnitudeUpToChannel(FAggregatorEvaluateParameters InEvalParams, EGameplayModEvaluationChannel FinalChannel, ref float OutMagnitude)
 {
     return(false);
 }
Example #2
0
 /**
  * Attempts to calculate the magnitude of the captured attribute given the specified parameters, including a starting base value.
  * Can fail if the spec doesn't have a valid capture yet.
  *
  * @param InEvalParams	Parameters to evaluate the attribute under
  * @param InBaseValue	Base value to evaluate the attribute under
  * @param OutMagnitude	[OUT] Computed magnitude
  *
  * @return True if the magnitude was successfully calculated, false if it was not
  */
 public bool AttemptCalculateAttributeMagnitudeWithBase(FAggregatorEvaluateParameters InEvalParams, float InBaseValue, ref float OutMagnitude)
 {
     return(false);
 }
Example #3
0
 /** Gathers made for a given capture. Note all mods are returned but only some will be qualified (use Qualified() func to determine) */
 public bool AttemptGatherAttributeMods(FAggregatorEvaluateParameters InEvalParams,
                                        Dictionary <EGameplayModEvaluationChannel, List <FAggregatorMod> > OutModMap)
 {
     return(false);
 }
Example #4
0
 /**
  * Attempts to calculate the magnitude of the captured attribute given the specified parameters. Can fail if the spec doesn't have
  * a valid capture yet.
  *
  * @param InEvalParams	Parameters to evaluate the attribute under
  * @param OutMagnitude	[OUT] Computed magnitude
  *
  * @return True if the magnitude was successfully calculated, false if it was not
  */
 public bool AttemptCalculateAttributeMagnitude(FAggregatorEvaluateParameters InEvalParams, ref float OutMagnitude)
 {
     return(true);
 }
 /** Evaluates the contribution from the GE associated with ActiveHandle */
 public float EvaluateContribution(FAggregatorEvaluateParameters Parameters,
                                   FActiveGameplayEffectHandle ActiveHandle)
 {
     return(1f);
 }
Example #6
0
 /**
  * Attempts to calculate the contribution of the specified GE to the captured attribute given the specified parameters. Can fail if the spec doesn't have
  * a valid capture yet.
  *
  * @param InEvalParams		Parameters to evaluate the attribute under
  * @param ActiveHandle		Handle of the gameplay effect to query about
  * @param OutBonusMagnitude	[OUT] Computed bonus magnitude
  *
  * @return True if the bonus magnitude was successfully calculated, false if it was not
  */
 public bool AttemptCalculateAttributeContributionMagnitude(FAggregatorEvaluateParameters InEvalParams,
                                                            FActiveGameplayEffectHandle ActiveHandle, ref float OutBonusMagnitude)
 {
     return(false);
 }
 /** Evaluates the Aggregator with an arbitrary base value */
 public float EvaluateWithBase(float InlineBaseValue, FAggregatorEvaluateParameters Parameters)
 {
     return(1f);
 }
 /** Evaluates the Aggregator to compute its "bonus" (final - base) value */
 public float EvaluateBonus(FAggregatorEvaluateParameters Parameters)
 {
     return(1f);
 }
 /** Evaluates the aggregator with the internal base value and given parameters, up to the specified evaluation channel (inclusive) */
 public float EvaluateToChannel(FAggregatorEvaluateParameters Parameters,
                                EGameplayModEvaluationChannel FinalChannel)
 {
     return(1f);
 }
 /** Works backwards to calculate the base value. Used on clients for doing predictive modifiers */
 public float ReverseEvaluate(float FinalValue, FAggregatorEvaluateParameters Parameters)
 {
     return(1f);
 }
 /** Calls ::UpdateQualifies on each mod */
 public void EvaluateQualificationForAllMods(FAggregatorEvaluateParameters Parameters)
 {
 }
 /**
  * Similar to EvaluateWithBase (see comment there for details), but terminates early after evaluating the specified final channel instead of
  * continuing through every possible channel
  *
  * @param InlineBaseValue	Initial base value to use in the first evaluation channel
  * @param Parameters		Additional evaluation parameters
  * @param FinalChannel		Channel to terminate evaluation with (inclusive)
  *
  * @return Result of the specified base value run through each modifier in each evaluation channel in numeric order
  */
 public float EvaluateWithBaseToChannel(float InlineBaseValue, FAggregatorEvaluateParameters Parameters,
                                        EGameplayModEvaluationChannel FinalChannel)
 {
     return(1f);
 }
 /** runs UpdateQualifies on all mods */
 public void UpdateQualifiesOnAllMods(FAggregatorEvaluateParameters Parameters)
 {
 }
 /**
  * Evaluates a final value in reverse, attempting to determine a base value from the modifiers within the channel.
  * Certain conditions (such as the use of override mods) can prevent this from computing correctly, at which point false
  * will be returned. This is predominantly used for filling in base values on clients from replication for float-based attributes.
  *
  * @note This will be deprecated/removed soon with the transition to struct-based attributes.
  *
  * @param FinalValue	Final value to reverse evaluate
  * @param Parameters	Evaluation parameters to use for the reverse evaluation
  * @param ComputedValue	[OUT] Reverse evaluated base value
  *
  * @return True if the reverse evaluation was successful, false if it was not
  */
 public bool ReverseEvaluate(float FinalValue, FAggregatorEvaluateParameters Parameters, ref float ComputedValue)
 {
     return(false);
 }
 /**
  * Helper function to sum all of the mods in the specified array, using the specified modifier bias and evaluation parameters
  *
  * @param InMods		Mods to sum
  * @param Bias			Bias to apply to modifier magnitudes
  * @param Parameters	Evaluation parameters
  *
  * @return Summed value of mods
  */
 public static float SumMods(List <FAggregatorMod> InMods, float Bias, FAggregatorEvaluateParameters Parameters)
 {
     return(1f);
 }