#GE Listen to Event Component

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drowsy mica
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                        if (true)
                            {
                                ASC_Reference->InhibitActiveGameplayEffect(Active_GE->Handle, false, false);
                                for (FGameplayModifierInfo ModifierSpec_Current : Spec.Def->Modifiers)
                                    {
                                        ASC_Reference->ApplyModToAttribute(ModifierSpec_Current.Attribute, EGameplayModOp::AddBase, 0);```
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I don't get this part

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why ?

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You already recalculated the modifiers in Spec.CalculateModifierMagnitudes();

rose mica
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it will instead keep the same cached value that i had from before

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with the 0 mod applied, it forces the attribute to recalculate and take into account the new magnitude of the modifiers affecting it