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Allows blueprints to generate a GameplayEffectSpec once and then reference it by handle, to apply it multiple times/multiple targets.
| Name | FGameplayEffectSpecHandle |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h |
| Include Path | #include "GameplayEffectTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FGameplayEffectSpecHandle
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| GameplayEffectTypes.h | |||
FGameplayEffectSpecHandle
(
FGameplayEffectSpec* DataPtr |
GameplayEffectTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Data | TSharedPtr< FGameplayEffectSpec > | Internal pointer to effect spec | GameplayEffectTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Clear() |
GameplayEffectTypes.h | ||
bool IsValid() |
GameplayEffectTypes.h | ||
bool NetSerialize
(
FArchive& Ar, |
GameplayEffectTypes.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
FGameplayEffectSpecHandle const& Other |
Comparison operator | GameplayEffectTypes.h | |
bool operator==
(
FGameplayEffectSpecHandle const& Other |
Comparison operator | GameplayEffectTypes.h |