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API > API/Plugins > API/Plugins/GameplayAbilities
References
Module | GameplayAbilities |
Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h |
Include | #include "GameplayEffectTypes.h" |
Syntax
USTRUCT&40;BlueprintType,
Meta&61;&40;HasNativeBreak&61;"&47;Script&47;GameplayAbilities.AbilitySystemBlueprintLibrary.BreakGameplayCueParameters", HasNativeMake&61;"&47;Script&47;GameplayAbilities.AbilitySystemBlueprintLibrary.MakeGameplayCueParameters"&41;&41;
struct FGameplayCueParameters
Remarks
Metadata about a gameplay cue execution
Variables
Type | Name | Description | |
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int32 | AbilityLevel | If originating from an ability, this will be the level of that ability |
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FGameplayTagContainer | AggregatedSourceTags | The aggregated source tags taken from the effect spec |
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FGameplayTagContainer | AggregatedTargetTags | The aggregated target tags taken from the effect spec |
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bool | bGameplayEffectActive | If originating from a GameplayEffect, whether that GameplayEffect is still Active |
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bool | bReplicateLocationWhenUsingMinimalRepProxy | If we're using a minimal replication proxy, should we replicate location for this cue |
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TWeakObjectPtr< AActor > | EffectCauser | The physical actor that actually did the damage, can be a weapon or projectile |
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FGameplayEffectContextHandle | EffectContext | Effect context, contains information about hit result, etc |
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int32 | GameplayEffectLevel | If originating from a GameplayEffect, the level of that GameplayEffect |
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TWeakObjectPtr< AActor > | Instigator | Instigator actor, the actor that owns the ability system component |
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FVector_NetQuantize10 | Location | Location cue took place at |
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FGameplayTag | MatchedTagName | The tag name that matched this specific gameplay cue handler |
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FVector_NetQuantizeNormal | Normal | Normal of impact that caused cue |
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float | NormalizedMagnitude | Magnitude of source gameplay effect, normalzed from 0-1. |
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FGameplayTag | OriginalTag | The original tag of the gameplay cue |
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TWeakObjectPtr< const UPhysicalMaterial > | PhysicalMaterial | PhysMat of the hit, if there was a hit. |
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float | RawMagnitude | Raw final magnitude of source gameplay effect. |
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TWeakObjectPtr< const UObject > | SourceObject | Object this effect was created from, can be an actor or static object. |
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TWeakObjectPtr< USceneComponent > | TargetAttachComponent | Could be used to say "attach FX to this component always" |
Constructors
Type | Name | Description | |
---|---|---|---|
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FGameplayCueParameters
(
const FGameplayEffectSpecForRPC& Spec |
Projects can override this via UAbilitySystemGlobals | |
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FGameplayCueParameters
(
const FGameplayEffectContextHandle& EffectContext |
Functions
Type | Name | Description | |
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AActor * | Returns the actor that physically caused the damage, could be a projectile or weapon | |
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AActor * | Returns the actor that instigated this originally, generally attached to an ability system component | |
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const UObject * | Returns the object that originally caused this, game-specific but usually not an actor | |
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bool | IsInstigatorLocallyControlled
(
AActor* FallbackActor |
Returns true if this is locally controlled, using fallback actor if nothing else available |
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bool | IsInstigatorLocallyControlledPlayer
(
AActor* FallbackActor |
Fallback actor is used if the parameters have nullptr for instigator and effect causer |
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bool | NetSerialize
(
FArchive& Ar, |
Optimized serializer |