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Struct representing parameters for a custom gameplay effect execution. Should not be held onto via reference, used just for the scope of the execution
| Name | FGameplayEffectCustomExecutionParameters |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectExecutionCalculation.h |
| Include Path | #include "GameplayEffectExecutionCalculation.h" |
Syntax
USTRUCT (BlueprintType )
struct FGameplayEffectCustomExecutionParameters
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Constructors. | GameplayEffectExecutionCalculation.h | ||
FGameplayEffectCustomExecutionParameters
(
FGameplayEffectSpec& InOwningSpec, |
GameplayEffectExecutionCalculation.h | ||
FGameplayEffectCustomExecutionParameters
(
FGameplayEffectSpec& InOwningSpec, |
GameplayEffectExecutionCalculation.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| IgnoreHandles | TArray< FActiveGameplayEffectHandle > | GameplayEffectExecutionCalculation.h | ||
| OwningSpec | FGameplayEffectSpec * | Owning gameplay effect spec | GameplayEffectExecutionCalculation.h | |
| PassedInTags | FGameplayTagContainer | The extra tags that were passed in to this execution | GameplayEffectExecutionCalculation.h | |
| PredictionKey | FPredictionKey | GameplayEffectExecutionCalculation.h | ||
| ScopedModifierAggregators | TMap< FGameplayEffectAttributeCaptureDefinition, FAggregator > | Mapping of capture definition to aggregator with scoped modifiers added in; Used to process scoped modifiers w/o modifying underlying aggregators in the capture | GameplayEffectExecutionCalculation.h | |
| ScopedTransientAggregators | TMap< FGameplayTag, FAggregator > | Mapping of tag identifier to aggregators with scoped modifiers added in; Used to process "temporary variable" support w/o requiring backed attribute capture definitions in scoped modifiers | GameplayEffectExecutionCalculation.h | |
| TargetAbilitySystemComponent | TWeakObjectPtr< UAbilitySystemComponent > | Target ability system component of the execution | GameplayEffectExecutionCalculation.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AttemptCalculateCapturedAttributeBaseValue
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Attempts to calculate the base value of a captured attribute given the specified parameters. | GameplayEffectExecutionCalculation.h | |
bool AttemptCalculateCapturedAttributeBonusMagnitude
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Attempts to calculate the bonus magnitude of a captured attribute given the specified parameters. | GameplayEffectExecutionCalculation.h | |
bool AttemptCalculateCapturedAttributeMagnitude
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Attempts to calculate the magnitude of a captured attribute given the specified parameters. | GameplayEffectExecutionCalculation.h | |
bool AttemptCalculateCapturedAttributeMagnitudeWithBase
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Attempts to calculate the magnitude of a captured attribute given the specified parameters, including a starting base value. | GameplayEffectExecutionCalculation.h | |
bool AttemptCalculateTransientAggregatorBaseValue
(
const FGameplayTag& InAggregatorIdentifier, |
Attempts to calculate the base value of a transient aggregator given the specified parameters. | GameplayEffectExecutionCalculation.h | |
bool AttemptCalculateTransientAggregatorBonusMagnitude
(
const FGameplayTag& InAggregatorIdentifier, |
Attempts to calculate the bonus magnitude of a transient aggregator given the specified parameters. | GameplayEffectExecutionCalculation.h | |
bool AttemptCalculateTransientAggregatorMagnitude
(
const FGameplayTag& InAggregatorIdentifier, |
Attempts to calculate the magnitude of a transient aggregator given the specified parameters. | GameplayEffectExecutionCalculation.h | |
bool AttemptCalculateTransientAggregatorMagnitudeWithBase
(
const FGameplayTag& InAggregatorIdentifier, |
Attempts to calculate the magnitude of a transient aggregator given the specified parameters, including a starting base value. | GameplayEffectExecutionCalculation.h | |
bool AttemptGatherAttributeMods
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Returns all modifiers for a given captured def. | GameplayEffectExecutionCalculation.h | |
bool AttemptGetCapturedAttributeAggregatorSnapshot
(
const FGameplayTag& InAggregatorIdentifier, |
Attempts to populate the specified aggregator with a snapshot of a backing transient aggregator. | GameplayEffectExecutionCalculation.h | |
bool AttemptGetCapturedAttributeAggregatorSnapshot
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Attempts to populate the specified aggregator with a snapshot of a backing captured aggregator. | GameplayEffectExecutionCalculation.h | |
bool ForEachQualifiedAttributeMod
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Runs given TFunction on every qualifier mod for a given AttributeCaptureDefinition | GameplayEffectExecutionCalculation.h | |
TArray< FActiveGameplayEffectHandle > GetIgnoreHandles() |
GameplayEffectExecutionCalculation.h | ||
const FGameplayEffectSpec & GetOwningSpec() |
Simple accessor to owning gameplay spec | GameplayEffectExecutionCalculation.h | |
FGameplayEffectSpec * GetOwningSpecForPreExecuteMod() |
Non const access. Be careful with this, especially when modifying a spec after attribute capture. | GameplayEffectExecutionCalculation.h | |
const FGameplayTagContainer & GetPassedInTags() |
Simple accessor to the Passed In Tags to this execution | GameplayEffectExecutionCalculation.h | |
FPredictionKey GetPredictionKey() |
GameplayEffectExecutionCalculation.h | ||
UAbilitySystemComponent * GetSourceAbilitySystemComponent() |
Simple accessor to source ability system component (could be null!) | GameplayEffectExecutionCalculation.h | |
UAbilitySystemComponent * GetTargetAbilitySystemComponent() |
Simple accessor to target ability system component | GameplayEffectExecutionCalculation.h |