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UAttributeSet::GetAttributesFromSetClass

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

Description

Reflects over an AttributeSet subclass and appends an FGameplayAttribute for every FGameplayAttributeData or supported float property it declares.

Caveats & Gotchas

  • Appends to Attributes rather than emptying it first, so pass a fresh array if you don't want results from a previous call mixed in.
  • Only picks up properties FGameplayAttribute::IsSupportedProperty() recognizes; non-numeric properties on the set are silently skipped.

Signature

static void GetAttributesFromSetClass(const TSubclassOf<UAttributeSet>& AttributeSetClass, TArray<FGameplayAttribute>& Attributes)

Parameters

Name Type Description Default
AttributeSetClass const TSubclassOf<UAttributeSet>& The AttributeSet subclass to reflect over.
Attributes TArray<FGameplayAttribute>& Output array that discovered FGameplayAttributes are appended to.

Return Type

void

Example

List all attributes on a set class C++
TArray<FGameplayAttribute> Attributes;
UAttributeSet::GetAttributesFromSetClass(UMyHealthSet::StaticClass(), Attributes);
for (const FGameplayAttribute& Attr : Attributes)
{
    UE_LOG(LogTemp, Log, TEXT("Attribute: %s"), *Attr.GetName());
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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