#GE Listen to Event Component
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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);```
I don't get this part
why ?
You already recalculated the modifiers in Spec.CalculateModifierMagnitudes();
because it will modify the Magnitude of the modifier, but won't tell the Attribute to take it into account
it will instead keep the same cached value that i had from before
with the 0 mod applied, it forces the attribute to recalculate and take into account the new magnitude of the modifiers affecting it