Items
Blueprint values
Effective defaults of the abilities, effects and actors this item uses, decoded from the game files - the Blueprint's own variables plus the C++ fields it inherits.
GA_KilledEnemiesSpreadDebuffsOakGameplayEvent_DamageDealtDuration6
Inherited from OakGameplayEvent_DamageDealt (4)
b Require Killing Blowtrue
b Apply To Areatrue
Area Radius800
b Ignore Targettrue
GA_Void_CorruptionOakGameplayEventInherited from OakGameplayEvent (5)
b Cancel On Failure To Activatetrue
Effect ClassGE_Void_Corruption
b Trigger Effect Eventtrue
Effect Event TagEffect.Element.Void.Corruption
Effect Event Magnitude TagData.EffectDuration
GA_Sonic_TimbreOakGameplayEventInherited from OakGameplayEvent (4)
Effect ClassGE_Sonic_Timbre
b Trigger Effect Eventtrue
Effect Event TagEffect.Element.Sonic.Timbre
Effect Event Magnitude TagData.EffectDuration
GA_Plasma_FluxOakGameplayEventInherited from OakGameplayEvent (5)
b Cancel On Failure To Activatetrue
Effect ClassGE_Plasma_Flux
b Trigger Effect Eventtrue
Effect Event TagEffect.Element.Plasma.Flux
Effect Event Magnitude TagData.EffectDuration
GA_Radiation_IrradiateOakGameplayEventInherited from OakGameplayEvent (5)
b Cancel On Failure To Activatetrue
Effect ClassGE_Radiation_Irradiate
b Trigger Effect Eventtrue
Effect Event TagEffect.Element.Radiation.Irradiate
Effect Event Magnitude TagData.EffectDuration
GA_Cryo_ChillOakGameplayEventInherited from OakGameplayEvent (5)
b Cancel On Failure To Activatetrue
Effect ClassGE_Cryo_Chill
b Trigger Effect Eventtrue
Effect Event TagEffect.Element.Cryo.Chill
Effect Event Magnitude TagData.EffectDuration
GA_Lightning_ShockOakGameplayEventInherited from OakGameplayEvent (5)
b Cancel On Failure To Activatetrue
Effect ClassGE_Lightning_Shock
b Trigger Effect Eventtrue
Effect Event TagEffect.Element.Lightning.Shock
Effect Event Magnitude TagData.EffectDuration
GA_Nano_InfectOakGameplayEventOn Death Heal PlayersGA_Nano_Infect_OnDeath_HealPlayers
Inherited from OakGameplayEvent (5)
b Cancel On Failure To Activatetrue
Effect ClassGE_Nano_Infect
b Trigger Effect Eventtrue
Effect Event TagEffect.Element.Nano.Infect
Effect Event Magnitude TagData.EffectDuration
GA_Magnetic_MagnetizedOakGameplayEventOn Death Restore AmmoGA_Magnetic_Magnetized_OnDeath_RestoreAmmo
Inherited from OakGameplayEvent (5)
b Cancel On Failure To Activatetrue
Effect ClassGE_Magnetic_Magnetized
b Trigger Effect Eventtrue
Effect Event TagEffect.Element.Magnetic.Magnetized
Effect Event Magnitude TagData.EffectDuration
GA_Fire_Burn_ExtraDmgOakGameplayEventInherited from OakGameplayEvent (6)
b Cancel On Failure To Activatetrue
Effect ClassGE_Fire_Burn_ExtraDamage
Effect Dynamic TagsEffect.Element.Fire.Burn
b Trigger Effect Eventtrue
Effect Event TagEffect.Element.Fire.Burn
Effect Event Magnitude TagData.EffectDuration
GA_Chroma_DiffractionOakGameplayEventInherited from OakGameplayEvent (1)
Effect ClassGE_Chroma_Diffraction
GA_Psionic_FractureOakGameplayEventInherited from OakGameplayEvent (5)
b Cancel On Failure To Activatetrue
Effect ClassGE_Psionic_Fracture
b Trigger Effect Eventtrue
Effect Event TagEffect.Element.Psionic.Fracture
Effect Event Magnitude TagData.EffectDuration
All tiers
Potential builds
Complete builds generated around Hair Dryer, scored for synergy. Open one in the planner to tweak it.