Navigation
API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- FFastArraySerializer
- FActiveGameplayEffectsContainer
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
| Include | #include "GameplayEffect.h" |
Syntax
USTRUCT&40;&41;
struct FActiveGameplayEffectsContainer : public FFastArraySerializer
Remarks
Active GameplayEffects Container -Bucket of ActiveGameplayEffects -Needed for FFastArraySerialization
This should only be used by UAbilitySystemComponent. All of this could just live in UAbilitySystemComponent except that we need a distinct USTRUCT to implement FFastArraySerializer.
The preferred way to iterate through the ActiveGameplayEffectContainer is with CreateConstIterator/CreateIterator or stl style range iteration:
for (const FActiveGameplayEffect& Effect : this) {} for (auto It = CreateConstIterator(); It; ++It) {}
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< DebugExecutedGameplayEffectData > | DebugExecutedGameplayEffects | Stores a record of gameplay effects that have executed and their results. Useful for debugging | |
| FOnGivenActiveGameplayEffectRemoved | OnActiveGameplayEffectRemovedDelegate | ||
| UAbilitySystemComponent * | Owner | ||
| bool | OwnerIsNetAuthority |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| FActiveGameplayEffect * | ApplyGameplayEffectSpec
(
const FGameplayEffectSpec& Spec, |
||
| void | ApplyModToAttribute
(
const FGameplayAttribute& Attribute, |
Actually applies given mod to the attribute | |
| bool | CanApplyAttributeModifiers
(
const UGameplayEffect* GameplayEffect, |
||
| void | CaptureAttributeForGameplayEffect
(
FGameplayEffectAttributeCaptureSpec& OutCaptureSpec |
Populate the specified capture spec with the data necessary to capture an attribute from the container | |
| void | CheckDuration
(
FActiveGameplayEffectHandle Handle |
||
| void | CloneFrom
(
const FActiveGameplayEffectsContainer& Source |
Performs a deep copy on the source container, duplicating all gameplay effects and reconstructing the attribute aggregator map to match the passed in source. | |
| ConstIterator | |||
| Iterator | |||
| void | DebugCyclicAggregatorBroadcasts
(
FAggregator* Aggregator |
||
| void | |||
| void | ExecuteActiveEffectsFrom
(
FGameplayEffectSpec& Spec, |
This is the main function that executes a GameplayEffect on Attributes and ActiveGameplayEffects | |
| void | |||
| int32 | GetActiveEffectCount
(
const FGameplayEffectQuery& Query, |
Get the count of the effects matching the specified query (including stack count) | |
| TArray< FActiveGameplayEffectHandle > | GetActiveEffects
(
const FGameplayEffectQuery& Query |
||
| TArray< float > | GetActiveEffectsDuration
(
const FGameplayEffectQuery& Query |
||
| float | GetActiveEffectsEndTime
(
const FGameplayEffectQuery& Query, |
||
| bool | GetActiveEffectsEndTimeAndDuration
(
const FGameplayEffectQuery& Query, |
||
| TArray< float > | GetActiveEffectsTimeRemaining
(
const FGameplayEffectQuery& Query |
||
| TArray< TPair< float, float > > | GetActiveEffectsTimeRemainingAndDuration
(
const FGameplayEffectQuery& Query |
||
| FActiveGameplayEffect * | GetActiveGameplayEffect
(
const FActiveGameplayEffectHandle Handle |
||
| const FActiveGameplayEffect * | GetActiveGameplayEffect
(
const FActiveGameplayEffectHandle Handle |
||
| void | |||
| TArray< FActiveGameplayEffectHandle > | Returns an array of all of the active gameplay effect handles | ||
| void | GetAllActiveGameplayEffectSpecs
(
TArray< FGameplayEffectSpec >& OutSpecCopies |
||
| float | GetAttributeBaseValue
(
FGameplayAttribute Attribute |
||
| float | GetEffectContribution
(
const FAggregatorEvaluateParameters& Parameters, |
||
| FOnGameplayAttributeValueChange & | GetGameplayAttributeValueChangeDelegate
(
FGameplayAttribute Attribute |
||
| float | GetGameplayEffectMagnitude
(
FActiveGameplayEffectHandle Handle, |
||
| const FGameplayTagContainer * | Get the source tags from the gameplay spec represented by the specified handle, if possible | ||
| void | GetGameplayEffectStartTimeAndDuration
(
FActiveGameplayEffectHandle Handle, |
||
| const FGameplayTagContainer * | Get the target tags from the gameplay spec represented by the specified handle, if possible | ||
| int32 | Returns the total number of gameplay effects. | ||
| ELifetimeCondition | Returns which ELifetimeCondition can be used for this instance to replicate to relevant connections. | ||
| float | |||
| float | GetWorldTime () |
||
| void | GrabDebugSnapshot
(
FVisualLogEntry* Snapshot |
||
| bool | HasPredictedEffectWithPredictedKey
(
FPredictionKey PredictionKey |
||
| bool | HasReceivedEffectWithPredictedKey
(
FPredictionKey PredictionKey |
||
| void | |||
| bool | |||
| bool | |||
| bool | Return whether the container is using COND_Dynamic and setting the proper condition at runtime. | ||
| void | ModifyActiveEffectStartTime
(
FActiveGameplayEffectHandle Handle, |
||
| bool | NetDeltaSerialize
(
FNetDeltaSerializeInfo& DeltaParms |
||
| void | PostReplicatedReceive
(
const FFastArraySerializer::FPostReplicatedReceiveParameters& Parameters |
Called every time data has been modified by the FastArraySerializer | |
| void | PredictivelyExecuteEffectSpec
(
FGameplayEffectSpec& Spec, |
Predictively execute a given effect spec. | |
| void | |||
| void | RecomputeStartWorldTimes
(
const float WorldTime, |
Recomputes the start time for all active abilities | |
| void | RegisterWithOwner
(
UAbilitySystemComponent* Owner |
||
| int32 | RemoveActiveEffects
(
const FGameplayEffectQuery& Query, |
||
| bool | RemoveActiveGameplayEffect
(
FActiveGameplayEffectHandle Handle, |
Called on server to remove a GameplayEffect | |
| void | SetActiveGameplayEffectLevel
(
FActiveGameplayEffectHandle ActiveHandle, |
||
| void | SetAttributeBaseValue
(
FGameplayAttribute Attribute, |
||
| void | SetBaseAttributeValueFromReplication
(
const FGameplayAttribute& Attribute, |
||
| void | SetIsUsingReplicationCondition
(
bool bInIsUsingReplicationCondition |
Set whether the container is using COND_Dynamic and setting the proper condition at runtime. | |
| void | Uninitialize () |
||
| void | UpdateActiveGameplayEffectSetByCallerMagnitude
(
FActiveGameplayEffectHandle ActiveHandle, |
Update a set-by-caller magnitude for the active effect to match the new value, if possible | |
| void | UpdateActiveGameplayEffectSetByCallerMagnitudes
(
FActiveGameplayEffectHandle ActiveHandle, |
Update set-by-caller magnitudes for the active effect to match the new values, if possible; Replaces existing values |
Classes
| Type | Name | Description | |
|---|---|---|---|
| DebugExecutedGameplayEffectData |
Typedefs
| Name | Description |
|---|---|
| ConstIterator | |
| Iterator |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AttemptRemoveActiveEffectsOnEffectApplication
(
const FGameplayEffectSpec& InSpec, |
AttemptRemoveActiveEffectsOnEffectApplication has been deprecated in favor of URemoveOtherGameplayEffectComponent | |
| bool | HasApplicationImmunityToSpec
(
const FGameplayEffectSpec& SpecToApply, |
Use UImmunityGameplayEffectComponent. This function will now always return false. | |
| FOnGameplayAttributeChange & | RegisterGameplayAttributeEvent
(
FGameplayAttribute Attribute |
Use GetGameplayAttributeValueChangeDelegate (the delegate signature has changed) |