class unreal.GameplayEffectExecutionScopedModifierInfo?

Bases: unreal.StructBase

Struct representing modifier info used exclusively for “scoped” executions that happen instantaneously. These are folded into a calculation only for the extent of the calculation and never permanently added to an aggregator.

C++ Source:

  • Plugin: GameplayAbilities
  • Module: GameplayAbilities
  • File: GameplayEffect.h

Editor Properties: (see get_editor_property/set_editor_property)

  • aggregator_type (GameplayEffectScopedModifierAggregatorType): [Read-Only] Type of aggregator backing the scoped mod
  • captured_attribute (GameplayEffectAttributeCaptureDefinition): [Read-Only] Backing attribute that the scoped modifier is for
  • evaluation_channel_settings (GameplayModEvaluationChannelSettings): [Read-Write] Evaluation channel settings of the scoped modifier
  • modifier_magnitude (GameplayEffectModifierMagnitude): [Read-Write] Magnitude of the scoped modifier
  • modifier_op (GameplayModOp): [Read-Write] Modifier operation to perform
  • source_tags (GameplayTagRequirements): [Read-Write] Source tag requirements for the modifier to apply
  • target_tags (GameplayTagRequirements): [Read-Write] Target tag requirements for the modifier to apply
  • transient_aggregator_identifier (GameplayTag): [Read-Only] Identifier for aggregator if acting as a transient “temporary variable” aggregator