# How to get Gameplay Effect Magnitude before applying Effect?

**URL:** <https://forums.unrealengine.com/t/how-to-get-gameplay-effect-magnitude-before-applying-effect/533928>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [April 19, 2022, 9:18pm UTC](https://forums.unrealengine.com/t/how-to-get-gameplay-effect-magnitude-before-applying-effect/533928 "2022-04-19T21:18:07Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![L.F.A](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/l.f.a/32/1194525_2.png) [@L.F.A](https://forums.unrealengine.com/u/L.F.A)\
**Post date:** [April 20, 2022, 12:42am UTC](https://forums.unrealengine.com/t/how-to-get-gameplay-effect-magnitude-before-applying-effect/533928/4 "2022-04-20T00:42:10Z")

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Please refer to the previous thread in this forum, ‘dynamic cooldowns’

> [@Gameplay Ability System - dynamic cooldowns](https://forums.unrealengine.com/t/gameplay-ability-system-dynamic-cooldowns/522829):
>
> Hello, We’ve implemented the GAS in our game with basic cooldowns; each GA has a GE\_cooldown with a fixed cooldown value. How could we make it so the cooldowns are dynamic ? IE: the cooldown for a fireball ability is 10 seconds, if the player activates a “boost” the next fireball would have a 20% cooldown reduction, so would be 8 seconds. One way we could do this would be with ability level table but I don’t think this would be flexible enough for us. Thanks

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