Navigation
Unreal Engine C++ API Reference > 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 |