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UAttributeSet::GetOwningAbilitySystemComponentChecked

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

Description

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

Caveats & Gotchas

  • Crashes (via check()) in the owning ASC isn't resolved, unlike GetOwningAbilitySystemComponent which returns nullptr — only use this where the owner is guaranteed to exist.
  • Used internally by macros like GAMEPLAYATTRIBUTE_REPNOTIFY, which assume the attribute set is always attached to a live ASC by the time replication callbacks fire.

Signature

UAbilitySystemComponent* GetOwningAbilitySystemComponentChecked() const

Return Type

UAbilitySystemComponent*

Example

Use in a RepNotify where the ASC is guaranteed to exist C++
void UMyHealthSet::OnRep_Health(const FGameplayAttributeData& OldValue)
{
	GAMEPLAYATTRIBUTE_REPNOTIFY(UMyHealthSet, Health, OldValue);
}

Tags

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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