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Metadata about a gameplay cue execution
| Name | FGameplayCueParameters |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h |
| Include Path | #include "GameplayEffectTypes.h" |
Syntax
USTRUCT (BlueprintType ,
Meta=(HasNativeBreak="/Script/GameplayAbilities.AbilitySystemBlueprintLibrary.BreakGameplayCueParameters", HasNativeMake="/Script/GameplayAbilities.AbilitySystemBlueprintLibrary.MakeGameplayCueParameters"))
struct FGameplayCueParameters
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| GameplayEffectTypes.h | |||
FGameplayCueParameters
(
const FGameplayEffectSpecForRPC& Spec |
Projects can override this via UAbilitySystemGlobals | GameplayEffectTypes.h | |
FGameplayCueParameters
(
const FGameplayEffectContextHandle& EffectContext |
GameplayEffectTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AbilityLevel | int32 | If originating from an ability, this will be the level of that ability | GameplayEffectTypes.h |
|
| AggregatedSourceTags | FGameplayTagContainer | The aggregated source tags taken from the effect spec | GameplayEffectTypes.h |
|
| AggregatedTargetTags | FGameplayTagContainer | The aggregated target tags taken from the effect spec | GameplayEffectTypes.h |
|
| bGameplayEffectActive | bool | If originating from a GameplayEffect, whether that GameplayEffect is still Active | GameplayEffectTypes.h | |
| bReplicateLocationWhenUsingMinimalRepProxy | bool | If we're using a minimal replication proxy, should we replicate location for this cue | GameplayEffectTypes.h |
|
| EffectCauser | TWeakObjectPtr< AActor > | The physical actor that actually did the damage, can be a weapon or projectile | GameplayEffectTypes.h |
|
| EffectContext | FGameplayEffectContextHandle | Effect context, contains information about hit result, etc | GameplayEffectTypes.h |
|
| GameplayEffectLevel | int32 | If originating from a GameplayEffect, the level of that GameplayEffect | GameplayEffectTypes.h |
|
| Instigator | TWeakObjectPtr< AActor > | Instigator actor, the actor that owns the ability system component | GameplayEffectTypes.h |
|
| Location | FVector_NetQuantize10 | Location cue took place at | GameplayEffectTypes.h |
|
| MatchedTagName | FGameplayTag | The tag name that matched this specific gameplay cue handler | GameplayEffectTypes.h |
|
| Normal | FVector_NetQuantizeNormal | Normal of impact that caused cue | GameplayEffectTypes.h |
|
| NormalizedMagnitude | float | Magnitude of source gameplay effect, normalzed from 0-1. | GameplayEffectTypes.h |
|
| OriginalTag | FGameplayTag | The original tag of the gameplay cue | GameplayEffectTypes.h |
|
| PhysicalMaterial | TWeakObjectPtr< const UPhysicalMaterial > | PhysMat of the hit, if there was a hit. | GameplayEffectTypes.h |
|
| RawMagnitude | float | Raw final magnitude of source gameplay effect. | GameplayEffectTypes.h |
|
| SourceObject | TWeakObjectPtr< const UObject > | Object this effect was created from, can be an actor or static object. | GameplayEffectTypes.h |
|
| TargetAttachComponent | TWeakObjectPtr< USceneComponent > | Could be used to say "attach FX to this component always" | GameplayEffectTypes.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AActor * GetEffectCauser() |
Returns the actor that physically caused the damage, could be a projectile or weapon | GameplayEffectTypes.h | |
AActor * GetInstigator() |
Returns the actor that instigated this originally, generally attached to an ability system component | GameplayEffectTypes.h | |
const UObject * GetSourceObject() |
Returns the object that originally caused this, game-specific but usually not an actor | GameplayEffectTypes.h | |
bool IsInstigatorLocallyControlled
(
AActor* FallbackActor |
Returns true if this is locally controlled, using fallback actor if nothing else available | GameplayEffectTypes.h | |
bool IsInstigatorLocallyControlledPlayer
(
AActor* FallbackActor |
Fallback actor is used if the parameters have nullptr for instigator and effect causer | GameplayEffectTypes.h | |
bool NetSerialize
(
FArchive& Ar, |
Optimized serializer | GameplayEffectTypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FGameplayCueParameters& Other |
GameplayEffectTypes.h | ||
bool operator==
(
const FGameplayCueParameters& Other |
GameplayEffectTypes.h |