# \#Gameplay-Attributes

**URL:** https://forums.unrealengine.com/tag/gameplay-attributes/11179.md

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## [Can a \`UAttributeSet\` live on a non-physical instance (\`UObject\`)?](https://forums.unrealengine.com/t/can-a-uattributeset-live-on-a-non-physical-instance-uobject/2223800)

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**Author:** [@ZenPyroo](https://forums.unrealengine.com/u/ZenPyroo)\
**Replies:** 1\
**Last updated:** [October 21, 2026, 9:08pm UTC](https://forums.unrealengine.com/t/can-a-uattributeset-live-on-a-non-physical-instance-uobject/2223800 "2026-10-21T21:08:57Z")

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Hello everyone! I am bascially asking if this approach is not only fine, but also one that will not lead to headache down the road. I am have an animal that has a physical and non-physical representation. The non-physic…

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## [Attribute clamping issues with mixed instant and duration GameplayEffect](https://forums.unrealengine.com/t/attribute-clamping-issues-with-mixed-instant-and-duration-gameplayeffect/2764861)

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**Author:** [@jw5a](https://forums.unrealengine.com/u/jw5a)\
**Replies:** 1\
**Last updated:** [September 18, 2026, 3:43pm UTC](https://forums.unrealengine.com/t/attribute-clamping-issues-with-mixed-instant-and-duration-gameplayeffect/2764861 "2026-09-18T15:43:21Z")

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I want to implement a shielding effect that has some stacks and each stack completely mitigates a single damage instance. For that I added a UCombatSet::Shield and UCombatSet::MaxShield (in this scenario value of 3) attr…

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## [UE 5.8: Blueprint Map "Find" fails every single time for Gameplay Attribute keys comparison](https://forums.unrealengine.com/t/ue-5-8-blueprint-map-find-fails-every-single-time-for-gameplay-attribute-keys-comparison/2763320)

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**Author:** [@epic\_simone](https://forums.unrealengine.com/u/epic_simone)\
**Replies:** 1\
**Last updated:** [September 8, 2026, 9:35am UTC](https://forums.unrealengine.com/t/ue-5-8-blueprint-map-find-fails-every-single-time-for-gameplay-attribute-keys-comparison/2763320 "2026-09-08T09:35:15Z")

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Summary UE 5.8: Blueprint Map Find fails for Gameplay Attribute keys that compare equal with the Gameplay Attribute == node. The affected map is a local variable in a Blueprint Function Library, mapping Gameplay Attribu…

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## [How to wait for server confirmed attribute change when using predicted gameplay effects?](https://forums.unrealengine.com/t/how-to-wait-for-server-confirmed-attribute-change-when-using-predicted-gameplay-effects/2715744)

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**Author:** [@xerxes1233](https://forums.unrealengine.com/u/xerxes1233)\
**Replies:** 1\
**Last updated:** [April 22, 2026, 1:14pm UTC](https://forums.unrealengine.com/t/how-to-wait-for-server-confirmed-attribute-change-when-using-predicted-gameplay-effects/2715744 "2026-04-22T13:14:29Z")

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Using UE 5.7.2-0 Context on how “Wait for Attribute Changed” and “Wait Gameplay Effect Applied to Actor” behave in my observations. Wait for Attribute Changed: fires 3x on the predicting client, once the predicted a…

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## [GAS Health Drops To -1 On Any Damage](https://forums.unrealengine.com/t/gas-health-drops-to-1-on-any-damage/2692147)

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**Author:** [@evanallred123](https://forums.unrealengine.com/u/evanallred123)\
**Replies:** 0\
**Last updated:** [January 14, 2026, 5:05pm UTC](https://forums.unrealengine.com/t/gas-health-drops-to-1-on-any-damage/2692147 "2026-01-14T17:05:56Z")

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I’m losing my mind. I’ve been following along with this fantastic GAS tutorial series by Ali Elzoheiry on YouTube, tweaking it slightly here and there to fit my game. However, I’m coming across some strange functionalit…

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## [Jittery Movement in client when using the Gameplay Ability System Attributes](https://forums.unrealengine.com/t/jittery-movement-in-client-when-using-the-gameplay-ability-system-attributes/2484025)

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**Author:** [@TulioHenry](https://forums.unrealengine.com/u/TulioHenry)\
**Replies:** 2\
**Last updated:** [May 3, 2025, 4:22pm UTC](https://forums.unrealengine.com/t/jittery-movement-in-client-when-using-the-gameplay-ability-system-attributes/2484025 "2025-05-03T16:22:31Z")

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Recently i have been trying to learn more about the gameplay ability system and how to implement it in my current project, which is a multiplayer game. I’ve chosen to put the GAS component and the attribute set in the Pl…

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## [Gameplay cameras in 5.5 missing a class?](https://forums.unrealengine.com/t/gameplay-cameras-in-5-5-missing-a-class/2324816)

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**Author:** [@awarewoff](https://forums.unrealengine.com/u/awarewoff)\
**Replies:** 0\
**Last updated:** [February 9, 2025, 9:46pm UTC](https://forums.unrealengine.com/t/gameplay-cameras-in-5-5-missing-a-class/2324816 "2025-02-09T21:46:41Z")

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I’m trying to build ModaCamera plugin from here: chronicler-software/ModalCamera: Unreal plugin that provides a Camera system supporting transitions between modes on the camera responsibility chain. And I have an issue …

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## [\[Solved\] Attribute from AttributeSet not showing up in GameplayEffect modifer](https://forums.unrealengine.com/t/solved-attribute-from-attributeset-not-showing-up-in-gameplayeffect-modifer/743070)

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**Author:** [@plato.manchi](https://forums.unrealengine.com/u/plato.manchi)\
**Replies:** 2\
**Last updated:** [February 6, 2025, 8:21pm UTC](https://forums.unrealengine.com/t/solved-attribute-from-attributeset-not-showing-up-in-gameplayeffect-modifer/743070 "2025-02-06T20:21:32Z")

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EDIT: Never mind I’m blind. There is HideFromModifiers meta tag on the attribute. Can’t delete the post. Hi, I’m following lyra example to create attribute set that has Health and MaxHealth. They both used to show up…

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## [Capture Attributes from Effect Causer in ModMagnitudeCalculation](https://forums.unrealengine.com/t/capture-attributes-from-effect-causer-in-modmagnitudecalculation/2234146)

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**Author:** [@JPEGDog](https://forums.unrealengine.com/u/JPEGDog)\
**Replies:** 0\
**Last updated:** [December 20, 2024, 6:42pm UTC](https://forums.unrealengine.com/t/capture-attributes-from-effect-causer-in-modmagnitudecalculation/2234146 "2024-12-20T18:42:32Z")

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Hello, I have a Character with a Damage Multiplier attribute, holding a weapon with a Damage attribute. Both have an AbilitySystemComponent and inherit IAbilitySystemComponentInterface I am trying to capture those two…

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## [GameAbilitySystem Attribute Replicated Error, About BaseValueChanged And Infinite duration GameplayEffect](https://forums.unrealengine.com/t/gameabilitysystem-attribute-replicated-error-about-basevaluechanged-and-infinite-duration-gameplayeffect/2019920)

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**Author:** [@vigilw](https://forums.unrealengine.com/u/vigilw)\
**Replies:** 2\
**Last updated:** [September 14, 2024, 7:59am UTC](https://forums.unrealengine.com/t/gameabilitysystem-attribute-replicated-error-about-basevaluechanged-and-infinite-duration-gameplayeffect/2019920 "2024-09-14T07:59:03Z")

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when i changed some Attribute BaseValue in server after apply duration is Infinite Gameplay Effect after remove this GameplayEffect Server BaseValue is right but The client value returns to the default value before modif…

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## [The ShowDebug command doesn't show the proper values of the attributes](https://forums.unrealengine.com/t/the-showdebug-command-doesnt-show-the-proper-values-of-the-attributes/1752322)

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**Author:** [@SSttuudd](https://forums.unrealengine.com/u/SSttuudd)\
**Replies:** 0\
**Last updated:** [March 14, 2024, 8:48pm UTC](https://forums.unrealengine.com/t/the-showdebug-command-doesnt-show-the-proper-values-of-the-attributes/1752322 "2024-03-14T20:48:45Z")

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Hi there, In order to debug my attribute I added a print in PostGameplayEffectExecute: void UTDAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) { Super::PostGameplayEffectExecute(Dat…

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## [Cannot put FOnAttributeChangeData as delegate param or uproperty, even though it works fine in methods](https://forums.unrealengine.com/t/cannot-put-fonattributechangedata-as-delegate-param-or-uproperty-even-though-it-works-fine-in-methods/883033)

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**Author:** [@Chocfudges](https://forums.unrealengine.com/u/Chocfudges)\
**Replies:** 2\
**Last updated:** [September 4, 2023, 5:13am UTC](https://forums.unrealengine.com/t/cannot-put-fonattributechangedata-as-delegate-param-or-uproperty-even-though-it-works-fine-in-methods/883033 "2023-09-04T05:13:50Z")

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I want to create a multi-cast delegate that has FOnAttributeChangeData as the single param but the log keeps saying "Error: Unable to find ‘class’, ‘delegate’, ‘enum’, or ‘struct’ with name ‘FOnAttributeChangeData’ ", ev…

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## [Declaring a function with c++ macro](https://forums.unrealengine.com/t/declaring-a-function-with-c-macro/1251989)

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**Author:** [@Scorch621](https://forums.unrealengine.com/u/Scorch621)\
**Replies:** 2\
**Last updated:** [August 5, 2023, 10:51pm UTC](https://forums.unrealengine.com/t/declaring-a-function-with-c-macro/1251989 "2023-08-05T22:51:09Z")

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I try to declare and define the replication function for GAS attributes with C++ macro. Macro: #define ATTRIBUTE\_REPLICATE\_FUNCTION(PropertyName) \\ virtual void OnRep\_##PropertyName##(const FGameplayAttributeData& OldV…

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## [\[GAS\] Get Attribute by Name?](https://forums.unrealengine.com/t/gas-get-attribute-by-name/1204467)

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**Author:** [@BDC\_Patrick](https://forums.unrealengine.com/u/BDC_Patrick)\
**Replies:** 2\
**Last updated:** [June 20, 2023, 11:37am UTC](https://forums.unrealengine.com/t/gas-get-attribute-by-name/1204467 "2023-06-20T11:37:06Z")

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Hi there… I love GAS and i implemented around 50±5 Attributes in the system, my combat works… abilities are a dream :heart\_eyes: But there is one thing i can’t get to work efficient… Showing Attribute values inside UM…

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## [Find Matching Target Tag from different category than Source Tags](https://forums.unrealengine.com/t/find-matching-target-tag-from-different-category-than-source-tags/693176)

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**Author:** [@CureDespair](https://forums.unrealengine.com/u/CureDespair)\
**Replies:** 2\
**Last updated:** [November 20, 2022, 2:50am UTC](https://forums.unrealengine.com/t/find-matching-target-tag-from-different-category-than-source-tags/693176 "2022-11-20T02:50:03Z")

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I have SourceTags and TargetTags in a UGameplayEffectExecutionCalculation Execute\_Implementation function. Like so: const FGameplayTagContainer\* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags(); const FGamepla…

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## [Unable to modify Attributes with Gameplay Effects](https://forums.unrealengine.com/t/unable-to-modify-attributes-with-gameplay-effects/687652)

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**Author:** [@Caged011](https://forums.unrealengine.com/u/Caged011)\
**Replies:** 5\
**Last updated:** [November 13, 2022, 1:32am UTC](https://forums.unrealengine.com/t/unable-to-modify-attributes-with-gameplay-effects/687652 "2022-11-13T01:32:05Z")

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Hello, I’ve been working on this for some time and I’m not too sure where to look next. I’m going to attempt to give as much info as I possibly can, because I’m not quite sure what the issue is. So I have a character s…

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## [\<GAS System \>if GE is set to Infinite or HasDuration, the Pre/POS function cannot be called](https://forums.unrealengine.com/t/gas-system-if-ge-is-set-to-infinite-or-hasduration-the-pre-pos-function-cannot-be-called/669808)

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**Author:** [@Bssnake](https://forums.unrealengine.com/u/Bssnake)\
**Replies:** 0\
**Last updated:** [October 15, 2022, 2:23am UTC](https://forums.unrealengine.com/t/gas-system-if-ge-is-set-to-infinite-or-hasduration-the-pre-pos-function-cannot-be-called/669808 "2022-10-15T02:23:44Z")

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Hello, if the Duration Policy in GE is not Instant, the Pre/POS function in the AttributeSet will not be called, so my UI data will not be updated passively, and must be updated actively. Example: Increase attack power…

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## [Unable to find AttributeSet class when choosing parent class for new C++ class creation](https://forums.unrealengine.com/t/unable-to-find-attributeset-class-when-choosing-parent-class-for-new-c-class-creation/615202)

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**Author:** [@stevenz](https://forums.unrealengine.com/u/stevenz)\
**Replies:** 2\
**Last updated:** [August 2, 2022, 12:26am UTC](https://forums.unrealengine.com/t/unable-to-find-attributeset-class-when-choosing-parent-class-for-new-c-class-creation/615202 "2022-08-02T00:26:52Z")

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I’m trying to create a new C++ class in my project in UE5. When choosing a parent class for the class I’m creating, I don’t see AttributeSet as an available class. I see from unreal engine documentation and multiple tuto…
