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API > API/Plugins > API/Plugins/GameplayAbilities
Blueprint library for ability system. Many of these functions are useful to call from native as well
| Name | UAbilitySystemBlueprintLibrary |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemBlueprintLibrary.h |
| Include Path | #include "AbilitySystemBlueprintLibrary.h" |
Syntax
UCLASS (Meta=(ScriptName="AbilitySystemLibrary"), MinimalAPI)
class UAbilitySystemBlueprintLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UAbilitySystemBlueprintLibrary
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAbilitySystemBlueprintLibrary
(
const FObjectInitializer& ObjectInitializer |
AbilitySystemBlueprintLibrary.h |
Functions
Public
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FGameplayAbilityTargetDataHandle AbilityTargetDataFromActor
(
AActor* Actor |
Creates single actor target data | AbilitySystemBlueprintLibrary.h |
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static FGameplayAbilityTargetDataHandle AbilityTargetDataFromActorArray
(
const TArray< AActor* >& ActorArray, |
Creates actor array target data | AbilitySystemBlueprintLibrary.h |
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static FGameplayAbilityTargetDataHandle AbilityTargetDataFromHitResult
(
const FHitResult& HitResult |
Creates a target data with a single hit result | AbilitySystemBlueprintLibrary.h |
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static FGameplayAbilityTargetDataHandle AbilityTargetDataFromLocations
(
const FGameplayAbilityTargetingLocationInfo& SourceLocation, |
Creates a target data with a source and destination location | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle AddAssetTag
(
FGameplayEffectSpecHandle SpecHandle, |
Adds NewGameplayTag to this instance of the effect | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle AddAssetTags
(
FGameplayEffectSpecHandle SpecHandle, |
Adds NewGameplayTags to this instance of the effect | AbilitySystemBlueprintLibrary.h |
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static bool AddGameplayTags
(
AActor* Actor, |
Manually adds a set of tags to a given actor | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle AddGrantedTag
(
FGameplayEffectSpecHandle SpecHandle, |
This instance of the effect will now grant NewGameplayTag to the object that this effect is applied to | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle AddGrantedTags
(
FGameplayEffectSpecHandle SpecHandle, |
This instance of the effect will now grant NewGameplayTags to the object that this effect is applied to | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle AddLinkedGameplayEffect
(
FGameplayEffectSpecHandle SpecHandle, |
Adds LinkedGameplayEffect to SpecHandles. | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle AddLinkedGameplayEffectSpec
(
FGameplayEffectSpecHandle SpecHandle, |
Adds LinkedGameplayEffectSpec to SpecHandles. | AbilitySystemBlueprintLibrary.h |
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static bool AddLooseGameplayTags
(
AActor* Actor, |
Manually adds a set of tags to a given actor, and optionally replicates them. | AbilitySystemBlueprintLibrary.h |
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static FGameplayAbilityTargetDataHandle AppendTargetDataHandle
(
FGameplayAbilityTargetDataHandle TargetHandle, |
TargetDataCopies targets from HandleToAdd to TargetHandle | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle AssignSetByCallerMagnitude
(
FGameplayEffectSpecHandle SpecHandle, |
GameplayEffectSpec | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle AssignTagSetByCallerMagnitude
(
FGameplayEffectSpecHandle SpecHandle, |
Sets a gameplay tag Set By Caller magnitude value | AbilitySystemBlueprintLibrary.h |
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static FGameplayTagChangedEventWrapperSpecHandle BindEventWrapperToAnyOfGameplayTagContainerChanged
(
UAbilitySystemComponent* AbilitySystemComponent, |
Binds to changes in the given TagContainer on the given ASC's owned tags. | AbilitySystemBlueprintLibrary.h |
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static FGameplayTagChangedEventWrapperSpecHandle BindEventWrapperToAnyOfGameplayTagsChanged
(
UAbilitySystemComponent* AbilitySystemComponent, |
Binds to changes in the given Tags on the given ASC's owned tags. | AbilitySystemBlueprintLibrary.h |
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static FGameplayTagChangedEventWrapperSpecHandle BindEventWrapperToGameplayTagChanged
(
UAbilitySystemComponent* AbilitySystemComponent, |
Gameplay Tag | AbilitySystemBlueprintLibrary.h |
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static void BreakGameplayCueParameters
(
const FGameplayCueParameters& Parameters, |
Native break, to avoid having to deal with quantized vector types | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle CloneSpecHandle
(
AActor* InNewInstigator, |
Create a spec handle, cloning another | AbilitySystemBlueprintLibrary.h |
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static double Conv_ScalableFloatToDouble
(
const FScalableFloat& Input, |
Converts the given Scalable float to the value at the given level. | AbilitySystemBlueprintLibrary.h |
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static float Conv_ScalableFloatToFloat
(
const FScalableFloat& Input, |
Converts the given Scalable float to the value at the given level. | AbilitySystemBlueprintLibrary.h |
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static bool DoesGameplayCueMeetTagRequirements
(
FGameplayCueParameters Parameters, |
Returns true if the aggregated source and target tags from the effect spec meets the tag requirements | AbilitySystemBlueprintLibrary.h |
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static bool DoesTargetDataContainActor
(
const FGameplayAbilityTargetDataHandle& TargetData, |
Returns true if the given TargetData has the actor passed in targeted | AbilitySystemBlueprintLibrary.h |
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static void EffectContextAddHitResult
(
FGameplayEffectContextHandle EffectContext, |
Adds a hit result to the effect context | AbilitySystemBlueprintLibrary.h |
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static AActor * EffectContextGetEffectCauser
(
FGameplayEffectContextHandle EffectContext |
Gets the physical actor that caused the effect, possibly a projectile or weapon | AbilitySystemBlueprintLibrary.h |
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static FHitResult EffectContextGetHitResult
(
FGameplayEffectContextHandle EffectContext |
Extracts a hit result from the effect context if it is set | AbilitySystemBlueprintLibrary.h |
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static AActor * EffectContextGetInstigatorActor
(
FGameplayEffectContextHandle EffectContext |
Gets the instigating actor (that holds the ability system component) of the EffectContext | AbilitySystemBlueprintLibrary.h |
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static FVector EffectContextGetOrigin
(
FGameplayEffectContextHandle EffectContext |
Gets the location the effect originated from | AbilitySystemBlueprintLibrary.h |
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static AActor * EffectContextGetOriginalInstigatorActor
(
FGameplayEffectContextHandle EffectContext |
Gets the original instigator actor that started the chain of events to cause this effect | AbilitySystemBlueprintLibrary.h |
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static UObject * EffectContextGetSourceObject
(
FGameplayEffectContextHandle EffectContext |
Gets the source object of the effect. | AbilitySystemBlueprintLibrary.h |
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static bool EffectContextHasHitResult
(
FGameplayEffectContextHandle EffectContext |
Returns true if there is a valid hit result inside the effect context | AbilitySystemBlueprintLibrary.h |
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static bool EffectContextIsInstigatorLocallyControlled
(
FGameplayEffectContextHandle EffectContext |
Returns true if the ability system component that instigated this is locally controlled | AbilitySystemBlueprintLibrary.h |
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static bool EffectContextIsValid
(
FGameplayEffectContextHandle EffectContext |
GameplayEffectContextReturns true if this context has ever been initialized | AbilitySystemBlueprintLibrary.h |
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static void EffectContextSetOrigin
(
FGameplayEffectContextHandle EffectContext, |
Sets the location the effect originated from | AbilitySystemBlueprintLibrary.h |
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static bool EqualEqual_ActiveGameplayEffectHandle
(
const FActiveGameplayEffectHandle& A, |
Equality operator for two Active Gameplay Effect Handles | AbilitySystemBlueprintLibrary.h |
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static bool EqualEqual_GameplayAbilitySpecHandle
(
const FGameplayAbilitySpecHandle& A, |
Equality operator for two Gameplay Ability Spec Handles | AbilitySystemBlueprintLibrary.h |
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static bool EqualEqual_GameplayAttributeGameplayAttribute
(
FGameplayAttribute AttributeA, |
Simple equality operator for gameplay attributes | AbilitySystemBlueprintLibrary.h |
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static float EvaluateAttributeValueWithTags
(
UAbilitySystemComponent* AbilitySystem, |
Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags. | AbilitySystemBlueprintLibrary.h |
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static float EvaluateAttributeValueWithTagsAndBase
(
UAbilitySystemComponent* AbilitySystem, |
Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags using the passed in base value instead of the real base value. | AbilitySystemBlueprintLibrary.h |
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static FGameplayAbilityTargetDataHandle FilterTargetData
(
const FGameplayAbilityTargetDataHandle& TargetDataHandle, |
Create a new target data handle with filtration performed on the data | AbilitySystemBlueprintLibrary.h |
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static void ForwardGameplayCueToTarget
(
TScriptInterface< IGameplayCueInterface > TargetCueInterface, |
Forwards the gameplay cue to another gameplay cue interface object | AbilitySystemBlueprintLibrary.h |
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static UAbilitySystemComponent * GetAbilitySystemComponent
(
AActor* Actor |
Tries to find an ability system component on the actor, will use AbilitySystemInterface or fall back to a component search | AbilitySystemBlueprintLibrary.h |
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static UAbilitySystemComponent * GetAbilitySystemComponentFromActiveGameplayEffectHandle
(
FActiveGameplayEffectHandle Handle |
Returns AbilitySystemComponent from an ActiveGameplayEffectHandle. | AbilitySystemBlueprintLibrary.h |
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static FString GetActiveGameplayEffectDebugString
(
FActiveGameplayEffectHandle ActiveHandle |
Returns a debug string for display | AbilitySystemBlueprintLibrary.h |
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static float GetActiveGameplayEffectExpectedEndTime
(
FActiveGameplayEffectHandle ActiveHandle |
Returns the expected end time (when we think the GE will expire) for a given GameplayEffect (note someone could remove or change it before that happens!) | AbilitySystemBlueprintLibrary.h |
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static float GetActiveGameplayEffectRemainingDuration
(
UObject* WorldContextObject, |
Returns the total duration for a given GameplayEffect, basically ExpectedEndTime - Current Time | AbilitySystemBlueprintLibrary.h |
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static int32 GetActiveGameplayEffectStackCount
(
FActiveGameplayEffectHandle ActiveHandle |
Returns current stack count of an active Gameplay Effect. | AbilitySystemBlueprintLibrary.h |
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static int32 GetActiveGameplayEffectStackLimitCount
(
FActiveGameplayEffectHandle ActiveHandle |
Returns stack limit count of an active Gameplay Effect. | AbilitySystemBlueprintLibrary.h |
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static float GetActiveGameplayEffectStartTime
(
FActiveGameplayEffectHandle ActiveHandle |
Returns the start time (time which the GE was added) for a given GameplayEffect | AbilitySystemBlueprintLibrary.h |
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static float GetActiveGameplayEffectTotalDuration
(
FActiveGameplayEffectHandle ActiveHandle |
Returns the total duration for a given GameplayEffect | AbilitySystemBlueprintLibrary.h |
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static AActor * GetActorByIndex
(
FGameplayCueParameters Parameters, |
Returns actor stored in the Effect Context used by this cue | AbilitySystemBlueprintLibrary.h |
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static int32 GetActorCount
(
FGameplayCueParameters Parameters |
Returns number of actors stored in the Effect Context used by this cue | AbilitySystemBlueprintLibrary.h |
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static TArray< AActor * > GetActorsFromTargetData
(
const FGameplayAbilityTargetDataHandle& TargetData, |
Returns all actors targeted, for a given index | AbilitySystemBlueprintLibrary.h |
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static TArray< AActor * > GetAllActorsFromTargetData
(
const FGameplayAbilityTargetDataHandle& TargetData |
Returns all actors targeted | AbilitySystemBlueprintLibrary.h |
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static TArray< FGameplayEffectSpecHandle > GetAllLinkedGameplayEffectSpecHandles
(
FGameplayEffectSpecHandle SpecHandle |
Returns handles for all Linked GE Specs that SpecHandle may apply. | AbilitySystemBlueprintLibrary.h |
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static FGameplayTagContainer GetAssetTags
(
FGameplayEffectSpecHandle SpecHandle |
Return all asset tags of this GameplayEffectSpec: both from the GE asset and dynamic asset tags. | AbilitySystemBlueprintLibrary.h |
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static int32 GetDataCountFromTargetData
(
const FGameplayAbilityTargetDataHandle& TargetData |
Returns number of target data objects, not necessarily number of distinct targets | AbilitySystemBlueprintLibrary.h |
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static FString GetDebugStringFromGameplayAttribute
(
const FGameplayAttribute& Attribute |
Returns FString representation of a gameplay attribute's set class and name, in the form of AttrSetName.AttrName (or just AttrName if not part of a set). | AbilitySystemBlueprintLibrary.h |
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static EGameplayEffectDurationType GetDurationPolicyFromGameplayEffectSpecHandle
(
FGameplayEffectSpecHandle Handle |
Returns the Duration Policy of a GameplayEffectSpec. | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectContextHandle GetEffectContext
(
FGameplayEffectSpecHandle SpecHandle |
Gets the GameplayEffectSpec's effect context handle | AbilitySystemBlueprintLibrary.h |
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static float GetFloatAttribute
(
const AActor* Actor, |
Returns the value of Attribute from the ability system component belonging to Actor. | AbilitySystemBlueprintLibrary.h |
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static float GetFloatAttributeBase
(
const AActor* Actor, |
Returns the base value of Attribute from the ability system component belonging to Actor. | AbilitySystemBlueprintLibrary.h |
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static float GetFloatAttributeBaseFromAbilitySystemComponent
(
const UAbilitySystemComponent* AbilitySystemComponent, |
Returns the base value of Attribute from the ability system component AbilitySystemComponent. | AbilitySystemBlueprintLibrary.h |
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static float GetFloatAttributeFromAbilitySystemComponent
(
const UAbilitySystemComponent* AbilitySystem, |
Returns the value of Attribute from the ability system component AbilitySystem. | AbilitySystemBlueprintLibrary.h |
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static const UGameplayAbility * GetGameplayAbilityFromSpecHandle
(
UAbilitySystemComponent* AbilitySystem, |
GameplayAbility | AbilitySystemBlueprintLibrary.h |
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static bool GetGameplayCueDirection
(
AActor* TargetActor, |
Gets the best normalized effect direction for this gameplay cue. | AbilitySystemBlueprintLibrary.h |
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static bool GetGameplayCueEndLocationAndNormal
(
AActor* TargetActor, |
Gets the best end location and normal for this gameplay cue. | AbilitySystemBlueprintLibrary.h |
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static const FGameplayTagContainer & GetGameplayEffectAssetTags
(
TSubclassOf< UGameplayEffect > EffectClass |
Gameplay Effect | AbilitySystemBlueprintLibrary.h |
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static const UGameplayEffect * GetGameplayEffectFromActiveEffectHandle
(
const FActiveGameplayEffectHandle& ActiveHandle |
Returns the Gameplay Effect CDO from an active handle. | AbilitySystemBlueprintLibrary.h |
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static const UGameplayEffect * GetGameplayEffectFromSpecHandle
(
FGameplayEffectSpecHandle Handle |
Get the GameplayEffect definition from a GameplayEffectSpecHandle. | AbilitySystemBlueprintLibrary.h |
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static const FGameplayTagContainer & GetGameplayEffectGrantedTags
(
TSubclassOf< UGameplayEffect > EffectClass |
Returns all tags that the Gameplay Effect grants to the target Actor | AbilitySystemBlueprintLibrary.h |
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static const UGameplayEffectUIData * GetGameplayEffectUIData
(
TSubclassOf< UGameplayEffect > EffectClass, |
Returns the UI data for a gameplay effect class (if any) | AbilitySystemBlueprintLibrary.h |
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static FGameplayTagContainer GetGrantedTags
(
FGameplayEffectSpecHandle SpecHandle |
Return all tags granted by this GameplayEffectSpec: both from the GE asset and dynamic granted tags. | AbilitySystemBlueprintLibrary.h |
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static FHitResult GetHitResult
(
FGameplayCueParameters Parameters |
Returns a hit result stored in the effect context if valid | AbilitySystemBlueprintLibrary.h |
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static FHitResult GetHitResultFromTargetData
(
const FGameplayAbilityTargetDataHandle& HitResult, |
Returns the hit result for a given index if it exists | AbilitySystemBlueprintLibrary.h |
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static AActor * GetInstigatorActor
(
FGameplayCueParameters Parameters |
Gets the instigating actor (that holds the ability system component) of the GameplayCue | AbilitySystemBlueprintLibrary.h |
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static FTransform GetInstigatorTransform
(
FGameplayCueParameters Parameters |
Gets instigating world location | AbilitySystemBlueprintLibrary.h |
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static float GetModifiedAttributeMagnitude
(
FGameplayEffectSpecHandle SpecHandle, |
GameplayEffectSpec | AbilitySystemBlueprintLibrary.h |
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static float GetModifiedAttributeMagnitude
(
const FGameplayEffectSpec& SpecHandle, |
Helper function that may be useful to call from native as well | AbilitySystemBlueprintLibrary.h | |
static FVector GetOrigin
(
FGameplayCueParameters Parameters |
Gets instigating world location | AbilitySystemBlueprintLibrary.h |
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static FVector GetTargetDataEndPoint
(
const FGameplayAbilityTargetDataHandle& TargetData, |
Returns the end point for a given index if it exists | AbilitySystemBlueprintLibrary.h |
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static FTransform GetTargetDataEndPointTransform
(
const FGameplayAbilityTargetDataHandle& TargetData, |
Returns the end point transform for a given index if it exists | AbilitySystemBlueprintLibrary.h |
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static FTransform GetTargetDataOrigin
(
const FGameplayAbilityTargetDataHandle& TargetData, |
Returns the origin for a given index if it exists | AbilitySystemBlueprintLibrary.h |
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static bool HasAnyAbilitiesByPredicate
(
const UAbilitySystemComponent* AbilitySystemComponent, |
Returns true if the ASC has any abilities that meet a given predicate. | AbilitySystemBlueprintLibrary.h | |
static bool HasAnyAbilitiesWithAssetTag
(
const UAbilitySystemComponent* AbilitySystemComponent, |
Returns true if the ASC has any abilities that have a specific asset tag. | AbilitySystemBlueprintLibrary.h |
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static bool HasHitResult
(
FGameplayCueParameters Parameters |
Checks if the effect context has a hit reslt stored inside | AbilitySystemBlueprintLibrary.h |
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static bool IsActiveGameplayEffectHandleActive
(
FActiveGameplayEffectHandle Handle |
Returns whether the active gameplay effect handle represents a gameplay effect that is valid and still active. | AbilitySystemBlueprintLibrary.h |
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static bool IsActiveGameplayEffectHandleValid
(
FActiveGameplayEffectHandle Handle |
FActiveGameplayEffectHandle | AbilitySystemBlueprintLibrary.h |
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static bool IsDurationGameplayEffectSpecHandle
(
FGameplayEffectSpecHandle Handle |
Returns whether the GameplayEffectSpecHandle represents a non-instant GameplayEffect. | AbilitySystemBlueprintLibrary.h |
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static bool IsGameplayAbilityActive
(
const UGameplayAbility* GameplayAbility |
Returns true if the passed-in Gameplay Ability instance is active (activated and not yet ended). | AbilitySystemBlueprintLibrary.h |
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static bool IsInstigatorLocallyControlled
(
FGameplayCueParameters Parameters |
GameplayCue | AbilitySystemBlueprintLibrary.h |
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static bool IsInstigatorLocallyControlledPlayer
(
FGameplayCueParameters Parameters |
Returns true if the ability system component that spawned this cue is locally controlled and a player | AbilitySystemBlueprintLibrary.h |
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static bool IsValid
(
FGameplayAttribute Attribute |
AttributeReturns true if the attribute actually exists | AbilitySystemBlueprintLibrary.h |
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static FGameplayTargetDataFilterHandle MakeFilterHandle
(
FGameplayTargetDataFilter Filter, |
Create a handle for filtering target data, filling out all fields | AbilitySystemBlueprintLibrary.h |
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static FGameplayCueParameters MakeGameplayCueParameters
(
float NormalizedMagnitude, |
Native make, to avoid having to deal with quantized vector types | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle MakeSpecHandle
(
UGameplayEffect* InGameplayEffect, |
Create a spec handle, filling out all fields | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle MakeSpecHandleByClass
(
TSubclassOf< UGameplayEffect > GameplayEffect, |
Create a spec handle, filling out all fields | AbilitySystemBlueprintLibrary.h |
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static bool NotEqual_ActiveGameplayEffectHandle
(
const FActiveGameplayEffectHandle& A, |
Inequality operator for two Active Gameplay Effect Handles | AbilitySystemBlueprintLibrary.h |
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static bool NotEqual_GameplayAbilitySpecHandle
(
const FGameplayAbilitySpecHandle& A, |
Inequality operator for two Gameplay Ability Spec Handles | AbilitySystemBlueprintLibrary.h |
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static bool NotEqual_GameplayAttributeGameplayAttribute
(
FGameplayAttribute AttributeA, |
Simple inequality operator for gameplay attributes | AbilitySystemBlueprintLibrary.h |
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static void ProcessGameplayTagChangedEventWrapper
(
const FGameplayTag GameplayTag, |
Helper fn to process gameplay tag changed event wrappers. | AbilitySystemBlueprintLibrary.h | |
static bool RemoveGameplayTags
(
AActor* Actor, |
Manually removes a set of tags from a given actor | AbilitySystemBlueprintLibrary.h |
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static bool RemoveLooseGameplayTags
(
AActor* Actor, |
Manually removes a set of tags from a given actor, with optional replication. | AbilitySystemBlueprintLibrary.h |
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static void SendGameplayEventToActor
(
AActor* Actor, |
This function can be used to trigger an ability on the actor in question with useful payload data. | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle SetDuration
(
FGameplayEffectSpecHandle SpecHandle, |
Manually sets the duration on a specific effect | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle SetStackCount
(
FGameplayEffectSpecHandle SpecHandle, |
Sets the GameplayEffectSpec's StackCount to the specified amount (prior to applying) | AbilitySystemBlueprintLibrary.h |
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static FGameplayEffectSpecHandle SetStackCountToMax
(
FGameplayEffectSpecHandle SpecHandle |
Sets the GameplayEffectSpec's StackCount to the max stack count defined in the GameplayEffect definition | AbilitySystemBlueprintLibrary.h |
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static bool TargetDataHasActor
(
const FGameplayAbilityTargetDataHandle& TargetData, |
Returns true if the given TargetData has at least 1 actor targeted | AbilitySystemBlueprintLibrary.h |
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static bool TargetDataHasEndPoint
(
const FGameplayAbilityTargetDataHandle& TargetData, |
Returns true if the target data has an end point | AbilitySystemBlueprintLibrary.h |
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static bool TargetDataHasHitResult
(
const FGameplayAbilityTargetDataHandle& HitResult, |
Returns true if the target data has a hit result | AbilitySystemBlueprintLibrary.h |
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static bool TargetDataHasOrigin
(
const FGameplayAbilityTargetDataHandle& TargetData, |
Returns true if the target data has an origin | AbilitySystemBlueprintLibrary.h |
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static void UnbindAllGameplayTagChangedEventWrappersForHandle
(
FGameplayTagChangedEventWrapperSpecHandle Handle |
Unbinds the event wrapper tag change event bound via a BindEventWrapper |
AbilitySystemBlueprintLibrary.h |
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static void UnbindGameplayTagChangedEventWrapperForHandle
(
FGameplayTag Tag, |
Unbinds the event wrapper tag change event bound via a BindEventWrapper |
AbilitySystemBlueprintLibrary.h |
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