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UAttributeSet::GetOwningAbilitySystemComponent

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

Description

Returns the ability system component that owns this attribute set, or nullptr if it isn't registered with one.

Caveats & Gotchas

  • Can return nullptr if the attribute set hasn't been added to an actor's ability system component yet, e.g. during early construction — null-check before use.
  • Resolves the owner via the outer object chain, so an attribute set created without a proper outer (e.g. NewObject with the wrong Outer) will fail to resolve.

Signature

UAbilitySystemComponent* GetOwningAbilitySystemComponent() const

Return Type

UAbilitySystemComponent*

Example

Query the owning ASC from within an attribute set C++
void UMyHealthSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
{
	if (UAbilitySystemComponent* ASC = GetOwningAbilitySystemComponent())
	{
		ASC->SetNumericAttributeBase(GetHealthAttribute(), FMath::Clamp(GetHealth(), 0.f, GetMaxHealth()));
	}
}

Tags

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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