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FScopedActiveGameplayEffectLock Provides a mechanism for locking the active gameplay effect list while possibly invoking callbacks into gamecode. For example, if some internal code in FActiveGameplayEffectsContainer is iterating through the active GE list or holding onto a pointer to something in that list, any changes to that list could cause memory the move out from underneath.
This scope lock will queue deletions and additions until after the scope is over. The additions and deletions will actually go through, but we will defer the memory operations to the active gameplay effect list.
| Name | FScopedActiveGameplayEffectLock |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
| Include Path | #include "GameplayEffect.h" |
Syntax
struct FScopedActiveGameplayEffectLock
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FScopedActiveGameplayEffectLock
(
FActiveGameplayEffectsContainer& InContainer |
GameplayEffect.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FScopedActiveGameplayEffectLock() |
GameplayEffect.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Container | FActiveGameplayEffectsContainer & | GameplayEffect.h |