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API > API/Plugins > API/Plugins/GameplayAbilities
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/ActiveGameplayEffectHandle.h |
| Include | #include "ActiveGameplayEffectHandle.h" |
Syntax
USTRUCT&40;BlueprintType&41;
struct FActiveGameplayEffectHandle
Remarks
This handle is required for things outside of FActiveGameplayEffectsContainer to refer to a specific active GameplayEffect For example if a skill needs to create an active effect and then destroy that specific effect that it created, it has to do so through a handle. a pointer or index into the active list is not sufficient. These are not synchronized between clients and server.
Constructors
| Type | Name | Description | |
|---|---|---|---|
FActiveGameplayEffectHandle
(
int32 InHandle |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FActiveGameplayEffectHandle | GenerateNewHandle
(
UAbilitySystemComponent* OwningComponent |
Creates a new handle, will be set to successfully applied | |
| UAbilitySystemComponent * | Returns the ability system component that created this handle | ||
| void | Invalidate () |
||
| bool | IsValid () |
True if this is tracking an active ongoing gameplay effect | |
| void | Remove this from the GetOwningAbilitySystemComponent map | ||
| void | Resets the map that supports GetOwningAbilitySystemComponent | ||
| FString | ToString () |
||
| bool | True if this applied a gameplay effect. |
Operators
| Type | Name | Description | |
|---|---|---|---|
| bool | operator!=
(
const FActiveGameplayEffectHandle& Other |
||
| bool | operator==
(
const FActiveGameplayEffectHandle& Other |