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Struct representing the definition of a custom execution for a gameplay effect. Custom executions run special logic from an outside class each time the gameplay effect executes.
| Name | FGameplayEffectExecutionDefinition |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
| Include Path | #include "GameplayEffect.h" |
Syntax
USTRUCT (BlueprintType )
struct FGameplayEffectExecutionDefinition
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CalculationClass | TSubclassOf< UGameplayEffectExecutionCalculation > | Custom execution calculation class to run when the gameplay effect executes | GameplayEffect.h |
|
| CalculationModifiers | TArray< FGameplayEffectExecutionScopedModifierInfo > | Modifiers that are applied "in place" during the execution calculation | GameplayEffect.h |
|
| ConditionalGameplayEffects | TArray< FConditionalGameplayEffect > | Other Gameplay Effects that will be applied to the target of this execution if the execution is successful. | GameplayEffect.h |
|
| PassedInTags | FGameplayTagContainer | These tags are passed into the execution as is, and may be used to do conditional logic | GameplayEffect.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void GetAttributeCaptureDefinitions
(
TArray< FGameplayEffectAttributeCaptureDefinition >& OutCaptureDefs |
Gathers and populates the specified array with the capture definitions that the execution would like in order to perform its custom calculation. | GameplayEffect.h |