AttributeSets in Blueprint possible?
Hey everyone, Thanks to the great post from KZJ Go Read it if you'd like, it's awesome, I've been able to handle most of the functions around the abilitysystem only in blueprint. One last thing is still kind of a problem to me : the original AttributeSet.
If I create a class deriving from UAttributeSet using CPP, I can have access to these float values in the "modifiers" tab on a gameplay effect
But, if I derive from AttributeSet in blueprint, and add a float to it. I don't have it listed.
Is there something I'm missing or there's just no way you can achieve this in blueprint atm.
Thanks for your help!
asked Mar 10 '17 at 02:11 PM in Blueprint Scripting
With some modification to the engine code, you can. We are currently using this method in our project, however I believe the Epic guys chose not to support this for a reason, so use at your own risk.
Replace the entire
This will allow you to choose attributes defined in blueprint attribute sets.
However, if you use these BP attributes, like in gameplay effect modifiers, you may find them became strange references to TRASHCLASS members after saving and reopening the editor, and crash your game. This could be one reason why the system doesn't support BP attributes for now. While I believe this must be caused by a deeper reason, here is a workaround:
Go to the end of the
This fixes corrupted attribute references by replacing them with their correct counterparts.
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