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Used to stop us from canceling or ending an ability while we're iterating through its gameplay targets
| Name | FScopedTargetListLock |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilitySpec.h |
| Include Path | #include "GameplayAbilitySpec.h" |
Syntax
struct FScopedTargetListLock
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FScopedTargetListLock
(
UAbilitySystemComponent& InAbilitySystemComponent, |
GameplayAbilitySpec.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FScopedTargetListLock() |
GameplayAbilitySpec.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AbilityLock | FScopedAbilityListLock | We also need to make sure the ability isn't removed while we're in this lock | GameplayAbilitySpec.h | |
| GameplayAbility | const UGameplayAbility & | GameplayAbilitySpec.h |