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