GASify
  • Introduction
  • Overview
  • Installation
  • Basic Usage
  • Ability System Component (ASC)
    • Attributes
    • Attribute Processors
    • Targetting System
  • Gameplay Ability (GA)
    • Gameplay Ability Implementations
    • Creating New Abilities
  • Gameplay Effect (GE)
    • Modifier
    • Calculation (GEC)
    • Behaviour (GEB)
  • Gameplay Tag
  • Gameplay Cue
  • Data Groups
  • Cookbook 🥣
  • Multiplayer / Networking
  • Contact & Note
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  1. Ability System Component (ASC)

Attribute Processors

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Last updated 1 year ago

Attribute Processors are called everytime an attribute is about to change. They add a layer of logic to constraint the values attributes can have. These are usually Clampers.

Usage:

Right click in Editor -> Create -> GAS -> DataGroup - AttributeProcessor

Create a GroupAttributeProcessor, add the processors you want using the button, and drag the group into a GroupASC.

ATTENTION: To add the processor, scroll down and click the "ADD ATTRIBUTE PROCESSOR" button. Processors need to be instantiated with their specific type, otherwise they'll do nothing.

Clamper

Clamps the attribute between two constants: minValue maxValue

ClamperMaxAttributeValue

Clamps the attribute maximum value using the value of the attribute at MaxAttribute field.

ClamperMinAttributeValue

Clamps the attribute minimum value using the value of the attribute at MinAttribute field.

It is not recommended to create game mechanics using attribute processors. (e.g. Reacting to changes in an attribute using a processor) This goes against the philosophy of the framework. If you need to snap an attribute to a certain value, use a Override Modifier instead. If you need to react to an attribute change, use AbilitySystemComponent.OnAttributeChanged().