Navigation
API > API/Plugins > API/Plugins/GameplayAbilities
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueTranslator.h |
| Include | #include "GameplayCueTranslator.h" |
Syntax
USTRUCT&40;&41;
struct FGameplayCueTranslationManager
Remarks
This is the struct that does the actual translation. It lives on the GameplayCueManager and encapsulates all translation logic.
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Builds all our translation tables. | ||
| void | Builds all possible translation tables. | ||
| void | BuildTagTranslationTable_Forward_r
(
const FName& TagName, |
Builds all possible translation tables. | |
| bool | BuildTagTranslationTable_r
(
const FName& TagName, |
Builds all our translation tables. | |
| const TArray< FNameSwapData > & | |||
| bool | GetTranslatedTags
(
const FName& ParentTag, |
Used by the GC editor to enumerate possible translation tags. Never called at runtime. | |
| void | |||
| void | PrintTranslationTable_r
(
FGameplayCueTranslatorNode& Node, |
||
| void | Refresh our name swap rules. Called internally by the manager and externally by GC tool | ||
| FGameplayTag | Searches, slowly, to see if the passed in tag can be translated from something else. | ||
| void | TranslateTag
(
FGameplayTag& Tag, |
This is the runtime function that translates the tag (if necessary) |