Purpose

This Blueprint Function Library provides comprehensive attribute inspection and runtime debugging tools for the WC GAS Ally attribute system. It enables designers to build debug UIs that display real-time attribute values, active gameplay effects, regeneration/degeneration rates, min/max clamping ranges, and modification sources. Primary consumer is debug widgets (e.g., WBP_AttributeDebugger) that need live monitoring of attribute state across multiple actors in the level. Aggregates data from registry, ASC, attribute definitions, and regeneration subsystem for complete attribute snapshots.

Works In

Any Blueprint context requiring attribute debugging and inspection, typically UMG debug widgets and development Blueprint utilities. Functions query multiple subsystems (WCGASAttributeRegistry, UAbilitySystemComponent, WCGASRegenerationSubsystem) to provide comprehensive attribute snapshots. Ideal for editor-time debugging tools, developer consoles, QA testing interfaces, and runtime attribute monitoring dashboards. Works with any actor implementing IAbilitySystemInterface or containing a UAbilitySystemComponent. Intended for development/editor builds, not shipping builds due to iteration overhead.

Common Use Cases


Blueprint Name C++ Name Pins Brief Description of Purpose
Gather Attribute Debug Info GatherAttributeDebugInfo Input: World Context, ASC, Attribute Tag<br>Output: Out Debug Info (Debug Info ref), Return (bool) Collects comprehensive debug data for single attribute including values, clamping, regen rates, and active effects
Gather All Attribute Debug Info GatherAllAttributeDebugInfo Input: World Context, ASC<br>Output: Return (Array of Debug Info) Convenience function gathering debug info for all registered attributes on an ASC for full state snapshots
Get All Actors With ASC GetAllActorsWithASC Input: World Context<br>Output: Return (Array of Actors) Scans entire level using TActorIterator to find all actors with Ability System Components for debug target selection
Get ASC From Actor GetASCFromActor Input: Actor<br>Output: Return (Ability System Component) Extracts ASC from actor using IAbilitySystemInterface or component search for debug target access
Get Active Effect Names For Attribute GetActiveEffectNamesForAttribute Input: ASC, Attribute Tag<br>Output: Return (Array of Strings) Lists all active gameplay effect names currently modifying the specified attribute for debugging unexpected values

Performance Notes

Common Pin Types