Hi,
When using “set by caller magnitude” in a gameplay effect modifier the field “Data Name” is greyed out and uneditable.
I think this should be editable in some way but I did not find how yet. Since gameplay effect are data only assets it causes be a problem implementing my custom effects.
In code the struct FSetByCallerFloat has the UProperty DataName set to VisibleDefaultsOnly shouldn’t it be EditDefaultsOnly ?
in file GameplayEffect.h
USTRUCT()
struct FSetByCallerFloat
{
GENERATED_USTRUCT_BODY()
FSetByCallerFloat()
: DataName(NAME_None)
{}
/** The Name the caller (code or blueprint) will use to set this magnitude by. */
UPROPERTY(VisibleDefaultsOnly, Category=SetByCaller)
FName DataName;
UPROPERTY(EditDefaultsOnly, Category = SetByCaller, meta = (Categories = "SetByCaller"))
FGameplayTag DataTag;
/** Equality/Inequality operators */
bool operator==(const FSetByCallerFloat& Other) const;
bool operator!=(const FSetByCallerFloat& Other) const;
};
++
Jnat