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API > API/Plugins > API/Plugins/GameplayAbilities
Type
typedef TMulticastDelegate_OneParam< void, int32 > FTargetingRejectedConfirmation
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemComponent.h |
| Include | #include "AbilitySystemComponent.h" |
Remarks
A component to easily interface with the 3 aspects of the AbilitySystem:
GameplayAbilities: -Provides a way to give/assign abilities that can be used (by a player or AI for example) -Provides management of instanced abilities (something must hold onto them) -Provides replication functionality -Ability state must always be replicated on the UGameplayAbility itself, but UAbilitySystemComponent provides RPC replication for the actual activation of abilities
GameplayEffects: -Provides an FActiveGameplayEffectsContainer for holding active GameplayEffects -Provides methods for applying GameplayEffects to a target or to self -Provides wrappers for querying information in FActiveGameplayEffectsContainers (duration, magnitude, etc) -Provides methods for clearing/remove GameplayEffects
GameplayAttributes -Provides methods for allocating and initializing attribute sets -Provides methods for getting AttributeSetsCalled when a targeting actor rejects target confirmation