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Allows us to batch all aggregator OnDirty calls within a scope. That is, ALL OnDirty() callbacks are delayed until FScopedAggregatorOnDirtyBatch goes out of scope.
The only catch is that we store raw FAggregator*. This should only be used in scopes where aggreagtors are not deleted. There is currently no place that does. If we find to, we could add additional safety checks.
| Name | FScopedAggregatorOnDirtyBatch |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectAggregator.h |
| Include Path | #include "GameplayEffectAggregator.h" |
Syntax
struct FScopedAggregatorOnDirtyBatch
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FScopedAggregatorOnDirtyBatch() |
GameplayEffectAggregator.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FScopedAggregatorOnDirtyBatch() |
GameplayEffectAggregator.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DirtyAggregators | TSet< FAggregator * > | GameplayEffectAggregator.h | |
| GlobalBatchCount | int32 | GameplayEffectAggregator.h | |
| GlobalFromNetworkUpdate | bool | GameplayEffectAggregator.h | |
| NetUpdateID | int32 | GameplayEffectAggregator.h |
Functions
Public
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void BeginLock() |
GameplayEffectAggregator.h | ||
static void BeginNetReceiveLock() |
GameplayEffectAggregator.h | ||
static void EndLock() |
GameplayEffectAggregator.h | ||
static void EndNetReceiveLock() |
GameplayEffectAggregator.h |