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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/GameplayEffectComponents
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGameplayEffectComponent
- UAdditionalEffectsGameplayEffectComponent
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h |
| Include | #include "GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h" |
Syntax
UCLASS&40;CollapseCategories&41;
class UAdditionalEffectsGameplayEffectComponent : public UGameplayEffectComponent
Remarks
Add additional Gameplay Effects that attempt to activate under certain conditions (or no conditions)
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bOnApplicationCopyDataFromOriginalSpec | This will copy all of the data (e.g. SetByCallerMagnitudes) from the GESpec that Applied this GameplayEffect to the new OnApplicationGameplayEffect Specs. | |
| TArray< FConditionalGameplayEffect > | OnApplicationGameplayEffects | Other gameplay effects that will be applied to the target of this effect if the owning effect applies | |
| TArray< TSubclassOf< UGameplayEffect > > | OnCompleteAlways | Effects to apply when this effect completes, regardless of how it ends | |
| TArray< TSubclassOf< UGameplayEffect > > | OnCompleteNormal | Effects to apply when this effect expires naturally via its duration | |
| TArray< TSubclassOf< UGameplayEffect > > | OnCompletePrematurely | Effects to apply when this effect is made to expire prematurely (e.g. via a forced removal, clear tags, etc.) |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | OnActiveGameplayEffectRemoved
(
const FGameplayEffectRemovalInfo& RemovalInfo, |
Whenever the ActiveGE gets removed, we want to apply the configured OnComplete GameplayEffects | |
| void | OnGameplayEffectApplied
(
UAbilitySystemComponent& AppliedToASC, |
Define our own Applied which gets called in both cases (Added or Executed). |
Overridden from UGameplayEffectComponent
| Type | Name | Description | |
|---|---|---|---|
| bool | OnActiveGameplayEffectAdded
(
FActiveGameplayEffectsContainer& GEContainer, |
Called when a Gameplay Effect is Added to the ActiveGameplayEffectsContainer. | |
| void | OnGameplayEffectExecuted
(
FActiveGameplayEffectsContainer& ActiveGEContainer, |
Called when a Gameplay Effect is executed. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| EDataValidationResult | IsDataValid
(
FDataValidationContext& Context |
There are some fields that are incompatible with one another, so let's catch them during configuration phase. |