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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 (BlueprintType )
struct FGameplayEffectContextHandle
Remarks
Handle that wraps a FGameplayEffectContext or subclass, to allow it to be polymorphic and replicate properly
Constructors
Type | Name | Description | |
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FGameplayEffectContextHandle
(
FGameplayEffectContext* DataPtr |
Constructs from an existing context, should be allocated by new |
Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddActors
(
const TArray< TWeakObjectPtr< AActor > >& InActors, |
Add actors to the stored actor list |
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void | AddHitResult
(
const FHitResult& InHitResult, |
Add a hit result for targeting |
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void | AddInstigator
(
AActor* InInstigator, |
Sets the instigator and effect causer. |
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void | Adds an origin point | |
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void | AddSourceObject
(
const UObject* NewSourceObject |
Sets the object this effect was created from. |
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void | Clear () |
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FGameplayEffectContextHandle | Duplicate () |
Creates a deep copy of this handle, used before modifying |
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FGameplayEffectContext * | Get () |
Returns Raw effet context, may be null |
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const FGameplayEffectContext * | Get () |
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const UGameplayAbility * | GetAbility () |
Returns the Ability CDO |
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const UGameplayAbility * | Returns the Ability Instance (never replicated) | |
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int32 | Returns level this was executed at | |
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const TArray< TWeakObjectPtr< AActor > > | GetActors () |
Returns actor list, may be empty |
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AActor * | Returns the physical actor tied to the application of this effect | |
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const FHitResult * | GetHitResult () |
Returns hit result, this can be null |
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AActor * | Returns the immediate instigator that applied this effect | |
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UAbilitySystemComponent * | Returns the ability system component of the instigator of this effect | |
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const FVector & | GetOrigin () |
Returns origin point, may be invalid if HasOrigin is false |
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AActor * | Should always return the original instigator that started the whole chain. | |
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UAbilitySystemComponent * | Returns the ability system component of the instigator that started the whole chain | |
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void | GetOwnedGameplayTags
(
OUTFGameplayTagContainer& ActorTagContainer, |
Returns the list of gameplay tags applicable to this effect, defaults to the owner's tags |
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UObject * | Returns the object this effect was created from. | |
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bool | HasOrigin () |
Returns true if GetOrigin will give valid information |
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bool | Returns if the instigator is locally controlled | |
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bool | Returns if the instigator is locally controlled and a player | |
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bool | IsValid () |
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bool | NetSerialize
(
FArchive& Ar, |
Custom serializer, handles polymorphism of context |
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void | SetAbility
(
const UGameplayAbility* InGameplayAbility |
Sets Ability instance and CDO parameters on context |
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FString | ToString () |
Returns debug string |
Operators
Type | Name | Description | |
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bool | operator!=
(
FGameplayEffectContextHandle const& Other |
Comparison operator |
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void | operator=
(
FGameplayEffectContext* DataPtr |
Sets from an existing context, should be allocated by new |
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bool | operator==
(
FGameplayEffectContextHandle const& Other |
Comparison operator |