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Struct used to manage gameplay tag blueprint property mappings. It registers the properties with delegates on an ability system component. This struct can not be used in containers (such as TArray) since it uses a raw pointer to bind the delegate and it's address could change causing an invalid binding.
| Name | FGameplayTagBlueprintPropertyMap |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h |
| Include Path | #include "GameplayEffectTypes.h" |
Syntax
USTRUCT ()
struct FGameplayTagBlueprintPropertyMap
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| GameplayEffectTypes.h | |||
FGameplayTagBlueprintPropertyMap
(
const FGameplayTagBlueprintPropertyMap& Other |
GameplayEffectTypes.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FGameplayTagBlueprintPropertyMap() |
GameplayEffectTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ApplyCurrentTags() |
Call to manually apply the current tag state, can handle cases where callbacks were skipped | GameplayEffectTypes.h | |
void Initialize
(
UObject* Owner, |
Call this to initialize and bind the properties with the ability system component. | GameplayEffectTypes.h | |
EDataValidationResult IsDataValid
(
const UObject* ContainingAsset, |
GameplayEffectTypes.h | ||
EDataValidationResult IsDataValid
(
const UObject* ContainingAsset, |
This can optionally be called in the owner's IsDataValid() for data validation. | GameplayEffectTypes.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void GameplayTagEventCallback
(
const FGameplayTag Tag, |
GameplayEffectTypes.h | ||
EGameplayTagEventType::Type GetGameplayTagEventType
(
const FProperty* Property |
GameplayEffectTypes.h | ||
bool IsPropertyTypeValid
(
const FProperty* Property |
GameplayEffectTypes.h | ||
void Unregister() |
GameplayEffectTypes.h |