The attribute system is based on the custom AttributeTag as the basic attribute type definition, and is divided into three basic types: Primary, Base, and Parameter.
Use attributes ( FAttributeInfo
) to store, calculate, and modify gameplay-related floating point values. These values can describe any characteristic of their owner, such as the character's health points, the character's attack power, or the number of times the character has been hit. Actors store their properties in their properties component, which helps manage the properties of the Actor to which the component belongs.
This is a data structure similar to GameplayTag. You can use it as GameplayTag to reduce the burden of GameplayTag. Its management is located in Edit→ProjectSettings→AttributeTags.
This is an Actor component that you can add to any Actor to give it attribute information.
Properties store a number of different values. Base value, modified value, maximum value, etc. The current value is determined by a combination of the underlying range modification value.
The system provides two ways to create attributes.