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Attack Magnitudes

Combat Abilities responsible for applying primary Gameplay Effects, such as damage, provide ways to customize magnitudes in their outgoing effects.

Default Magnitudes

By default, Attack Abilities collect relevant data and automatically apply a pre-defined set of magnitude data tags.

Data Tag

Description

Combat.Data.ComboCount

Current combo count, which can be used to scale damage across larger combos.

Combat.Data.Damage

Base damage, retrieved from the Melee or Projectile interfaces.

Combat.Data.PoiseDamage

Poise damage, retrieved from the Melee or Projectile interfaces.

Cast Abilities follow the same pattern, but only when the effect is applied directly by the ability—such as when using TargetingSystem or WaitForConfirmation targeting modes.

Data Tag

Description

Combat.Data.CastHits

Number of targets affected by the cast.

Custom Combat Magnitudes

If you need to introduce new magnitude values into your Attack or Cast abilities, you can override the GetAdditionalCombatMagnitudes function.

This allows you to extend or modify the set of magnitudes applied to outgoing Gameplay Effects.

Setting Custom Magnitudes

  1. Open your Gameplay Ability that extends an Attack or Cast ability.

  2. Implement GetAdditionalCombatMagnitudes and return any magnitudes that should be added or modified in the outgoing effect.

    Custom Magnitudes
    void UMyCombatAbility::GetAdditionalCombatMagnitudes_Implementation(const AActor* DamageSource, const UGameplayEffect* Effect, TMap<FGameplayTag, float>& OutMagnitudes) { const float ExtraData = Effect->FindComponent<UMyCustomDataComponent>()->GetSomeExtraData(); OutMagnitudes.Add("Combat.Data.MyCustomData", ExtraData); }
Last modified: 25 April 2025