RealDocs

UAttributeSet::OnAttributeAggregatorCreated

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

Description

Called when the ability system creates an FAggregator for one of this set's attributes, letting you customize the aggregator's EvaluationMetaData before it starts combining modifiers.

Caveats & Gotchas

  • Aggregators are created lazily the first time an attribute needs one (e.g. a duration-based effect targets it), not up front for every attribute.
  • Only covers aggregator creation; it isn't called for every later change to that aggregator (add/remove modifier, stacking, immunity), so don't treat it as a general change notification.

Signature

virtual void OnAttributeAggregatorCreated(const FGameplayAttribute& Attribute, FAggregator* NewAggregator) const { }

Parameters

Name Type Description Default
Attribute const FGameplayAttribute& The attribute the aggregator was created for.
NewAggregator FAggregator* The newly created aggregator instance backing that attribute.

Return Type

void

Example

Assign custom evaluation metadata for Armor C++
void UMyHealthSet::OnAttributeAggregatorCreated(const FGameplayAttribute& Attribute, FAggregator* NewAggregator) const
{
    if (NewAggregator && Attribute == GetArmorAttribute())
    {
        NewAggregator->EvaluationMetaData = &ArmorEvaluationMetaData;
    }
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.