Navigation
API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- FFastArraySerializerItem
- FActiveGameplayEffect
References
Module | GameplayAbilities |
Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
Include | #include "GameplayEffect.h" |
Syntax
USTRUCT (BlueprintType )
struct FActiveGameplayEffect : public FFastArraySerializerItem
Remarks
Active GameplayEffect instance -What GameplayEffect Spec -Start time -When to execute next -Replication callbacks
Variables
Type | Name | Description | |
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bool | bIsInhibited | Not sure if this should replicate or not. If replicated, we may have trouble where IsInhibited doesn't appear to change when we do tag checks (because it was previously inhibited, but replication made it inhibited). |
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bool | bPendingRepOnActiveGC | When replicated down, we cue the GC events until the entire list of active gameplay effects has been received |
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bool | bPendingRepWhileActiveGC | |
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float | CachedStartServerWorldTime | Used for handling duration modifications being replicated |
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int32 | ClientCachedStackCount | Last StackCount that the client had. |
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FTimerHandle | DurationHandle | |
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FActiveGameplayEffectEvents | EventSet | All the bindable events for this active effect (bundled to allow easier non-const access to these events via the ASC) |
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TArray< FGameplayAbilitySpecHandle > | GrantedAbilityHandles | Handles of Gameplay Abilities that were granted to the target by this Active Gameplay Effect |
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FActiveGameplayEffectHandle | Handle | Globally unique ID for identify this active gameplay effect. |
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bool | IsPendingRemove | |
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FActiveGameplayEffect * | PendingNext | Cached pointer. |
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FTimerHandle | PeriodHandle | |
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FPredictionKey | PredictionKey | |
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FGameplayEffectSpec | Spec | |
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float | StartServerWorldTime | Server time this started |
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float | StartWorldTime |
Constructors
Type | Name | Description | |
---|---|---|---|
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IMPORTANT: Any new state added to FActiveGameplayEffect must be handled in the copy/move constructor/operator | ||
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FActiveGameplayEffect
(
const FActiveGameplayEffect& Other |
These need to be defined because we need to omit PendingNext from move operations and the base class isn't trivially copyable. | |
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FActiveGameplayEffect
(
FActiveGameplayEffect&& Other |
||
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FActiveGameplayEffect
(
FActiveGameplayEffectHandle InHandle, |
Functions
Type | Name | Description | |
---|---|---|---|
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void | CheckOngoingTagRequirements
(
const FGameplayTagContainer& OwnerTags, |
This was the core function that turns the ActiveGE 'on' or 'off. |
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bool | CheckRemovalTagRequirements
(
const FGameplayTagContainer& OwnerTags, |
Method to check if this effect should remove because the owner tags pass the RemovalTagRequirements requirement check |
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FString | Debug string used by Fast Array serialization | |
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float | GetDuration () |
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float | GetEndTime () |
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float | GetPeriod () |
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float | GetTimeRemaining
(
float WorldTime |
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void | PostReplicatedAdd
(
const FActiveGameplayEffectsContainer& InArray |
|
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void | PostReplicatedChange
(
const FActiveGameplayEffectsContainer& InArray |
|
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void | PreReplicatedRemove
(
const FActiveGameplayEffectsContainer& InArray |
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void | PrintAll () |
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void | RecomputeStartWorldTime
(
const FActiveGameplayEffectsContainer& InArray |
Refreshes the cached StartWorldTime for this effect. |
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void | RecomputeStartWorldTime
(
const float WorldTime, |
Refreshes the cached StartWorldTime for this effect. |
Operators
Type | Name | Description | |
---|---|---|---|
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FActiveGameplayEffect & | operator=
(
const FActiveGameplayEffect& other |
|
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FActiveGameplayEffect & | operator=
(
FActiveGameplayEffect&& other |
|
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bool | operator==
(
const FActiveGameplayEffect& Other |