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Struct representing the output of a custom gameplay effect execution.
| Name | FGameplayEffectCustomExecutionOutput |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectExecutionCalculation.h |
| Include Path | #include "GameplayEffectExecutionCalculation.h" |
Syntax
USTRUCT (BlueprintType )
struct FGameplayEffectCustomExecutionOutput
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameplayEffectCustomExecutionOutput() |
Constructor | GameplayEffectExecutionCalculation.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHandledGameplayCuesManually | uint32 | If true, the execution itself has manually invoked all gameplay cues and the GE system doesn't have to automatically handle them. | GameplayEffectExecutionCalculation.h | |
| bHandledStackCountManually | uint32 | If true, the execution itself has manually handled the stack count of the effect and the GE system doesn't have to automatically handle it | GameplayEffectExecutionCalculation.h | |
| bTriggerConditionalGameplayEffects | uint32 | If true, the execution wants to trigger conditional gameplay effects when it completes | GameplayEffectExecutionCalculation.h | |
| OutputModifiers | TArray< FGameplayModifierEvaluatedData > | Modifiers emitted by the execution | GameplayEffectExecutionCalculation.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddOutputModifier
(
const FGameplayModifierEvaluatedData& InOutputMod |
Add the specified evaluated data to the execution's output modifiers | GameplayEffectExecutionCalculation.h | |
bool AreGameplayCuesHandledManually() |
Accessor for determining if GameplayCue events have already been handled | GameplayEffectExecutionCalculation.h | |
const TArray< FGameplayModifierEvaluatedData > & GetOutputModifiers () |
Simple accessor to output modifiers of the execution | GameplayEffectExecutionCalculation.h | |
void GetOutputModifiers
(
TArray< FGameplayModifierEvaluatedData >& OutOutputModifiers |
Simple accessor to output modifiers of the execution | GameplayEffectExecutionCalculation.h | |
TArray< FGameplayModifierEvaluatedData > & GetOutputModifiersRef() |
Returns direct access to output modifiers of the execution (avoid copy) | GameplayEffectExecutionCalculation.h | |
bool IsStackCountHandledManually() |
Simple accessor for determining whether the execution has manually handled the stack count or not | GameplayEffectExecutionCalculation.h | |
void MarkConditionalGameplayEffectsToTrigger() |
Mark that the execution wants conditional gameplay effects to trigger | GameplayEffectExecutionCalculation.h | |
void MarkGameplayCuesHandledManually() |
Mark that the execution wants conditional gameplay effects to trigger | GameplayEffectExecutionCalculation.h | |
void MarkStackCountHandledManually() |
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 | GameplayEffectExecutionCalculation.h | |
bool ShouldTriggerConditionalGameplayEffects() |
Simple accessor for determining whether the execution wants conditional gameplay effects to trigger or not | GameplayEffectExecutionCalculation.h |