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Struct for gameplay effects that apply only if another gameplay effect (or execution) was successfully applied.
| Name | FConditionalGameplayEffect |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
| Include Path | #include "GameplayEffect.h" |
Syntax
USTRUCT (BlueprintType )
struct FConditionalGameplayEffect
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| EffectClass | TSubclassOf< UGameplayEffect > | Gameplay effect that will be applied to the target | GameplayEffect.h |
|
| RequiredSourceTags | FGameplayTagContainer | Tags that the source must have for this GE to apply. | GameplayEffect.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanApply
(
const FGameplayTagContainer& SourceTags, |
GameplayEffect.h | ||
FGameplayEffectSpecHandle CreateSpec
(
FGameplayEffectContextHandle EffectContext, |
GameplayEffect.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FConditionalGameplayEffect& Other |
GameplayEffect.h | ||
bool operator==
(
const FConditionalGameplayEffect& Other |
GameplayEffect.h |