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Struct that determines if game feature action state changes should be applied for cases where there are multiple worlds or contexts. The default value means to apply to all possible objects. This can be safely copied and used for later querying.
| Name | FGameFeatureStateChangeContext |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Public/GameFeaturesSubsystem.h |
| Include Path | #include "GameFeaturesSubsystem.h" |
Syntax
struct FGameFeatureStateChangeContext
Derived Classes
FGameFeatureStateChangeContext derived class hierarchy
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| WorldContextHandle | FName | Specific world context to limit changes to, if none then it will apply to all | GameFeaturesSubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetRequiredWorldContextHandle
(
FName Handle |
Sets a specific world context handle to limit changes to | GameFeaturesSubsystem.h | |
bool ShouldApplyToWorldContext
(
const FWorldContext& WorldContext |
Sees if the specific world context matches the application rules | GameFeaturesSubsystem.h | |
bool ShouldApplyUsingOtherContext
(
const FGameFeatureStateChangeContext& OtherContext |
True if events bound using this context should apply when using other context | GameFeaturesSubsystem.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FGameFeatureStateChangeContext& OtherContext |
Check if this has the exact same state change application rules | GameFeaturesSubsystem.h |