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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/UAbilitySystemBlueprintLibrary
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemBlueprintLibrary.h |
| Include | #include "AbilitySystemBlueprintLibrary.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemBlueprintLibrary.cpp |
UFUNCTION&40;BlueprintPure, Category&61;"Ability&124;GameplayCue",
Meta&61;&40;NativeMakeFunc, AdvancedDisplay&61;5, Location&61;"0,0,0", Normal&61;"0,0,0", GameplayEffectLevel&61;"1", AbilityLevel&61;"1"&41;&41;
static FGameplayCueParameters MakeGameplayCueParameters
&40;
float NormalizedMagnitude,
float RawMagnitude,
FGameplayEffectContextHandle EffectContext,
FGameplayTag MatchedTagName,
FGameplayTag OriginalTag,
FGameplayTagContainer AggregatedSourceTags,
FGameplayTagContainer AggregatedTargetTags,
FVector Location,
FVector Normal,
AActor &42; Instigator,
AActor &42; EffectCauser,
UObject &42; SourceObject,
UPhysicalMaterial &42; PhysicalMaterial,
int32 GameplayEffectLevel,
int32 AbilityLevel,
USceneComponent &42; TargetAttachComponent,
bool bReplicateLocationWhenUsingMinimalRepProxy
&41;
Remarks
Native make, to avoid having to deal with quantized vector types