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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 (BlueprintType )
struct FGameplayEffectCustomExecutionParameters
Remarks
Struct representing parameters for a custom gameplay effect execution. Should not be held onto via reference, used just for the scope of the execution
Constructors
| Type | Name | Description | |
|---|---|---|---|
| Constructors. | |||
FGameplayEffectCustomExecutionParameters
(
FGameplayEffectSpec& InOwningSpec, |
|||
FGameplayEffectCustomExecutionParameters
(
FGameplayEffectSpec& InOwningSpec, |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | AttemptCalculateCapturedAttributeBaseValue
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Attempts to calculate the base value of a captured attribute given the specified parameters. | |
| bool | AttemptCalculateCapturedAttributeBonusMagnitude
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Attempts to calculate the bonus magnitude of a captured attribute given the specified parameters. | |
| bool | AttemptCalculateCapturedAttributeMagnitude
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Attempts to calculate the magnitude of a captured attribute given the specified parameters. | |
| bool | AttemptCalculateCapturedAttributeMagnitudeWithBase
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Attempts to calculate the magnitude of a captured attribute given the specified parameters, including a starting base value. | |
| bool | AttemptCalculateTransientAggregatorBaseValue
(
const FGameplayTag& InAggregatorIdentifier, |
Attempts to calculate the base value of a transient aggregator given the specified parameters. | |
| bool | AttemptCalculateTransientAggregatorBonusMagnitude
(
const FGameplayTag& InAggregatorIdentifier, |
Attempts to calculate the bonus magnitude of a transient aggregator given the specified parameters. | |
| bool | AttemptCalculateTransientAggregatorMagnitude
(
const FGameplayTag& InAggregatorIdentifier, |
Attempts to calculate the magnitude of a transient aggregator given the specified parameters. | |
| bool | AttemptCalculateTransientAggregatorMagnitudeWithBase
(
const FGameplayTag& InAggregatorIdentifier, |
Attempts to calculate the magnitude of a transient aggregator given the specified parameters, including a starting base value. | |
| bool | AttemptGatherAttributeMods
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Returns all modifiers for a given captured def. | |
| bool | AttemptGetCapturedAttributeAggregatorSnapshot
(
const FGameplayTag& InAggregatorIdentifier, |
Attempts to populate the specified aggregator with a snapshot of a backing transient aggregator. | |
| bool | AttemptGetCapturedAttributeAggregatorSnapshot
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Attempts to populate the specified aggregator with a snapshot of a backing captured aggregator. | |
| bool | ForEachQualifiedAttributeMod
(
const FGameplayEffectAttributeCaptureDefinition& InCaptureDef, |
Runs given TFunction on every qualifier mod for a given AttributeCaptureDefinition | |
| TArray< FActiveGameplayEffectHandle > | |||
| const FGameplayEffectSpec & | Simple accessor to owning gameplay spec | ||
| FGameplayEffectSpec * | Non const access. Be careful with this, especially when modifying a spec after attribute capture. | ||
| const FGameplayTagContainer & | Simple accessor to the Passed In Tags to this execution | ||
| FPredictionKey | |||
| UAbilitySystemComponent * | Simple accessor to source ability system component (could be null!) | ||
| UAbilitySystemComponent * | Simple accessor to target ability system component |