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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 (BlueprintPure, Category="Ability|GameplayCue",
Meta=(NativeMakeFunc, AdvancedDisplay=5, Location="0,0,0", Normal="0,0,0", GameplayEffectLevel="1", AbilityLevel="1"))
static FGameplayCueParameters MakeGameplayCueParameters
(
float NormalizedMagnitude,
float RawMagnitude,
FGameplayEffectContextHandle EffectContext,
FGameplayTag MatchedTagName,
FGameplayTag OriginalTag,
FGameplayTagContainer AggregatedSourceTags,
FGameplayTagContainer AggregatedTargetTags,
FVector Location,
FVector Normal,
AActor * Instigator,
AActor * EffectCauser,
UObject * SourceObject,
UPhysicalMaterial * PhysicalMaterial,
int32 GameplayEffectLevel,
int32 AbilityLevel,
USceneComponent * TargetAttachComponent,
bool bReplicateLocationWhenUsingMinimalRepProxy
)
Remarks
Native make, to avoid having to deal with quantized vector types