[GAS] Capturing attributes from multiple actors (different AttributeSets)

Hi All,

I’m working on a project where the character can have multiple items / weapons / etc that have their own attributes. One can imagine that as player having multiple weapons where each of the weapon has its own attributes (same attribute set for every weapon).
At the same time player attributes can influcence the attributes of the weapons. For example the player may want to increase all weapon damage multiplier when leveling up. The abilities are associated with the weapons not with the player (each weapon defines its behavior)

I want to have a single exec calc for my weapons that consider both the attributes from the weapon attrib set and the attributes from the player attrib set. I’m stuck at the attribute capture defs and that is my question actually :slight_smile:

Is it possible to define attribute capture defs in a way that allows for dynamic selection of the actual AbilitySystemComponent? I need both the weapon and player.

The solution that comes to my mind is to pass the player modifiers via SetByCallerMagnitudes but before I go there I wanted to check if I’m not missing something here.

Actually I’ve found the answer. It is not what I was hoping for but it is legit enough to rethink the approach.