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API > API/Plugins > API/Plugins/GameplayAbilities
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectExecutionCalculation.h |
| Include | #include "GameplayEffectExecutionCalculation.h" |
Syntax
USTRUCT&40;BlueprintType&41;
struct FGameplayEffectCustomExecutionOutput
Remarks
Struct representing the output of a custom gameplay effect execution.
Constructors
| Type | Name | Description | |
|---|---|---|---|
| Constructor |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddOutputModifier
(
const FGameplayModifierEvaluatedData& InOutputMod |
Add the specified evaluated data to the execution's output modifiers | |
| bool | Accessor for determining if GameplayCue events have already been handled | ||
| const TArray< FGameplayModifierEvaluatedData > & | Simple accessor to output modifiers of the execution | ||
| void | GetOutputModifiers
(
TArray< FGameplayModifierEvaluatedData >& OutOutputModifiers |
Simple accessor to output modifiers of the execution | |
| TArray< FGameplayModifierEvaluatedData > & | Returns direct access to output modifiers of the execution (avoid copy) | ||
| bool | Simple accessor for determining whether the execution has manually handled the stack count or not | ||
| void | Mark that the execution wants conditional gameplay effects to trigger | ||
| void | Mark that the execution wants conditional gameplay effects to trigger | ||
| void | Mark that the execution has manually handled the stack count and the GE system should not attempt to automatically act upon it for emitted modifiers | ||
| bool | Simple accessor for determining whether the execution wants conditional gameplay effects to trigger or not |