Navigation
API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- FFastArraySerializer
- FActiveGameplayCueContainer
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueInterface.h |
| Include | #include "GameplayCueInterface.h" |
Syntax
USTRUCT&40;BlueprintType&41;
struct FActiveGameplayCueContainer : public FFastArraySerializer
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bMinimalReplication | Should this container only replicate in minimal replication mode | |
| TArray< FActiveGameplayCue > | GameplayCues |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddCue
(
const FGameplayTag& Tag, |
||
| bool | HasCue
(
const FGameplayTag& Tag |
Does explicit check for gameplay cue tag | |
| bool | NetDeltaSerialize
(
FNetDeltaSerializeInfo& DeltaParms |
||
| void | PredictiveAdd
(
const FGameplayTag& Tag, |
||
| void | PredictiveRemove
(
const FGameplayTag& Tag |
Marks as predictively removed so that we dont invoke remove event twice due to onrep | |
| void | Will broadcast the OnRemove event for all currently active cues. | ||
| void | RemoveCue
(
const FGameplayTag& Tag |
||
| void | SetOwner
(
UAbilitySystemComponent* InOwner |
||
| bool | Returns true if the instance should be replicated. |