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Struct used to update a blueprint property with a gameplay tag count. The property is automatically updated as the gameplay tag count changes. It only supports boolean, integer, and float properties.
| Name | FGameplayTagBlueprintPropertyMapping |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h |
| Include Path | #include "GameplayEffectTypes.h" |
Syntax
USTRUCT ()
struct FGameplayTagBlueprintPropertyMapping
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| GameplayEffectTypes.h | |||
FGameplayTagBlueprintPropertyMapping
(
const FGameplayTagBlueprintPropertyMapping& Other |
GameplayEffectTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DelegateHandle | FDelegateHandle | Handle to delegate bound on the ability system component. | GameplayEffectTypes.h | |
| PropertyGuid | FGuid | Guid of property being edited. | GameplayEffectTypes.h |
|
| PropertyName | FName | Name of property being edited. | GameplayEffectTypes.h |
|
| PropertyToEdit | TFieldPath< FProperty > | Property to update with the gameplay tag count. | GameplayEffectTypes.h |
|
| TagToMap | FGameplayTag | Gameplay tag being counted. | GameplayEffectTypes.h |
|
Functions
Public
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameplayTagBlueprintPropertyMapping & operator=
(
const FGameplayTagBlueprintPropertyMapping& Other |
Pretty weird that the assignment operator copies the handle when the copy constructor doesn't - bug? | GameplayEffectTypes.h |