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Active GameplayEffect instance -What GameplayEffect Spec -Start time -When to execute next -Replication callbacks
| Name | FActiveGameplayEffect |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
| Include Path | #include "GameplayEffect.h" |
Syntax
USTRUCT (BlueprintType )
struct FActiveGameplayEffect : public FFastArraySerializerItem
Inheritance Hierarchy
- FFastArraySerializerItem → FActiveGameplayEffect
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActiveGameplayEffect
(
FActiveGameplayEffectHandle InHandle, |
GameplayEffect.h | ||
| IMPORTANT: Any new state added to FActiveGameplayEffect must be handled in the copy/move constructor/operator | GameplayEffect.h | ||
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. | GameplayEffect.h | |
FActiveGameplayEffect
(
FActiveGameplayEffect&& Other |
GameplayEffect.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsInhibited | bool | 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). | GameplayEffect.h |
|
| bPendingRepOnActiveGC | bool | When replicated down, we cue the GC events until the entire list of active gameplay effects has been received | GameplayEffect.h | |
| bPendingRepWhileActiveGC | bool | GameplayEffect.h | ||
| bPostPredictObject | bool | Signifies an active effect that was predicted and has now been replicated back to the client | GameplayEffect.h | |
| CachedStartServerWorldTime | float | Used for handling duration modifications being replicated | GameplayEffect.h |
|
| ClientCachedStackCount | int32 | Last StackCount that the client had. | GameplayEffect.h | |
| DurationHandle | FTimerHandle | GameplayEffect.h | ||
| EventSet | FActiveGameplayEffectEvents | All the bindable events for this active effect (bundled to allow easier non-const access to these events via the ASC) | GameplayEffect.h | |
| GrantedAbilityHandles | TArray< FGameplayAbilitySpecHandle > | Handles of Gameplay Abilities that were granted to the target by this Active Gameplay Effect | GameplayEffect.h | |
| Handle | FActiveGameplayEffectHandle | Globally unique ID for identify this active gameplay effect. | GameplayEffect.h | |
| IsPendingRemove | bool | GameplayEffect.h | ||
| PendingNext | FActiveGameplayEffect * | Cached pointer. | GameplayEffect.h | |
| PeriodHandle | FTimerHandle | GameplayEffect.h | ||
| PredictionKey | FPredictionKey | GameplayEffect.h | ||
| Spec | FGameplayEffectSpec | GameplayEffect.h | ||
| StartServerWorldTime | float | Server time this started | GameplayEffect.h | |
| StartWorldTime | float | GameplayEffect.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void CheckOngoingTagRequirements
(
const FGameplayTagContainer& OwnerTags, |
This was the core function that turns the ActiveGE 'on' or 'off. | GameplayEffect.h | |
bool CheckRemovalTagRequirements
(
const FGameplayTagContainer& OwnerTags, |
Method to check if this effect should remove because the owner tags pass the RemovalTagRequirements requirement check | GameplayEffect.h | |
FString GetDebugString() |
Debug string used by Fast Array serialization | GameplayEffect.h | |
float GetDuration() |
GameplayEffect.h | ||
float GetEndTime() |
GameplayEffect.h | ||
float GetPeriod() |
GameplayEffect.h | ||
float GetTimeRemaining
(
float WorldTime |
GameplayEffect.h | ||
void PostReplicatedAdd
(
const FActiveGameplayEffectsContainer& InArray |
GameplayEffect.h | ||
void PostReplicatedChange
(
const FActiveGameplayEffectsContainer& InArray |
GameplayEffect.h | ||
void PreReplicatedRemove
(
const FActiveGameplayEffectsContainer& InArray |
GameplayEffect.h | ||
void PrintAll() |
GameplayEffect.h | ||
void RecomputeStartWorldTime
(
const FActiveGameplayEffectsContainer& InArray |
Refreshes the cached StartWorldTime for this effect. | GameplayEffect.h | |
void RecomputeStartWorldTime
(
const float WorldTime, |
Refreshes the cached StartWorldTime for this effect. | GameplayEffect.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActiveGameplayEffect & operator=
(
const FActiveGameplayEffect& other |
GameplayEffect.h | ||
FActiveGameplayEffect & operator=
(
FActiveGameplayEffect&& other |
GameplayEffect.h | ||
bool operator==
(
const FActiveGameplayEffect& Other |
GameplayEffect.h |