unreal.AbilitySystemTestAttributeSet

class unreal.AbilitySystemTestAttributeSet(outer=None, name='None')

Bases: unreal.AttributeSet

Ability System Test Attribute Set

C++ Source:

  • Plugin: GameplayAbilities
  • Module: GameplayAbilities
  • File: AbilitySystemTestAttributeSet.h

Editor Properties: (see get_editor_property/set_editor_property)

  • armor_damage_reduction (float): [Read-Write] Armor Damage Reduction

  • crit_chance (float): [Read-Write] Crit Chance

  • crit_multiplier (float): [Read-Write] Crit Multiplier

  • damage (float): [Read-Write] This Damage is just used for applying negative health mods. Its not a ‘persistent’ attribute. // You can’t make a GameplayEffect ‘powered’ by Damage (Its transient)

  • dodge_chance (float): [Read-Write] Dodge Chance

  • health (float): [Read-Write] You can’t make a GameplayEffect modify Health Directly (go through)

  • life_steal (float): [Read-Write] Life Steal

  • mana (float): [Read-Write] Mana

  • max_health (float): [Read-Write] NOTE ON MUTABLE: This is only done so that UAbilitySystemTestAttributeSet can be initialized directly in GameplayEffectsTest.cpp without doing a const_cast in 100+ places. Mutable is not required and should never be used on normal attribute sets.

    // You can’t make a GameplayEffect modify Health Directly (go through)

  • max_mana (float): [Read-Write] Max Mana

  • no_stack_attribute (float): [Read-Write] No Stack Attribute

  • physical_damage (float): [Read-Write] This Attribute is the actual physical damage for this actor. It will power physical based GameplayEffects

  • spell_damage (float): [Read-Write] This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffects

  • stacking_attribute1 (float): [Read-Write] Stacking Attribute 1

  • stacking_attribute2 (float): [Read-Write] Stacking Attribute 2

  • strength (float): [Read-Write] Strength

armor_damage_reduction

(float) – [Read-Write] Armor Damage Reduction

crit_chance

(float) – [Read-Write] Crit Chance

crit_multiplier

(float) – [Read-Write] Crit Multiplier

damage

(float) – [Read-Write] This Damage is just used for applying negative health mods. Its not a ‘persistent’ attribute. // You can’t make a GameplayEffect ‘powered’ by Damage (Its transient)

dodge_chance

(float) – [Read-Write] Dodge Chance

health

(float) – [Read-Write] You can’t make a GameplayEffect modify Health Directly (go through)

life_steal

(float) – [Read-Write] Life Steal

mana

(float) – [Read-Write] Mana

max_health

**(float)* – [Read-Write] NOTE ON MUTABLE* – This is only done so that UAbilitySystemTestAttributeSet can be initialized directly in GameplayEffectsTest.cpp without doing a const_cast in 100+ places. Mutable is not required and should never be used on normal attribute sets.

// You can’t make a GameplayEffect modify Health Directly (go through)
max_mana

(float) – [Read-Write] Max Mana

no_stack_attribute

(float) – [Read-Write] No Stack Attribute

physical_damage

(float) – [Read-Write] This Attribute is the actual physical damage for this actor. It will power physical based GameplayEffects

spell_damage

(float) – [Read-Write] This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffects

stacking_attribute1

(float) – [Read-Write] Stacking Attribute 1

stacking_attribute2

(float) – [Read-Write] Stacking Attribute 2

strength

(float) – [Read-Write] Strength