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UAttributeSet::GetActorInfo

function GameplayAbilities Since unknown
#include "AttributeSet.h"
Access: public Specifiers: const

Description

Returns the FGameplayAbilityActorInfo cached on the owning AbilitySystemComponent, giving access to the avatar actor, movement component, and other ability-system actor context.

Caveats & Gotchas

  • Goes through GetOwningAbilitySystemComponent() internally, so it returns null if the AttributeSet isn't yet registered with an AbilitySystemComponent.
  • FGameplayAbilityActorInfo distinguishes 'owner actor' from 'avatar actor' (e.g. player state vs. possessed pawn); don't assume the actor here matches GetOwningActor().

Signature

FGameplayAbilityActorInfo* GetActorInfo() const

Return Type

FGameplayAbilityActorInfo*

Example

Read the avatar actor from actor info C++
if (const FGameplayAbilityActorInfo* Info = GetActorInfo())
{
    if (AActor* Avatar = Info->AvatarActor.Get())
    {
        UE_LOG(LogTemp, Log, TEXT("Avatar: %s"), *Avatar->GetName());
    }
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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