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