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API > API/Plugins > API/Plugins/GameplayAbilities
The core ActorComponent for interfacing with the GameplayAbilities System
| Name | UAbilitySystemComponent |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemComponent.h |
| Include Path | #include "AbilitySystemComponent.h" |
Syntax
UCLASS (ClassGroup=AbilitySystem,
HideCategories=(Object, LOD, Lighting, Transform, Sockets, TextureStreaming),
EditInlineNew, Meta=(BlueprintSpawnableComponent), MinimalAPI)
class UAbilitySystemComponent :
public UGameplayTasksComponent ,
public IGameplayTagAssetInterface ,
public IAbilitySystemReplicationProxyInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorComponent → UGameplayTasksComponent → UAbilitySystemComponent
Implements Interfaces
- IAbilitySystemReplicationProxyInterface
- IAsyncPhysicsStateProcessor
- IInterface_AssetUserData
- IGameplayTaskOwnerInterface
- IVisualLoggerDebugSnapshotInterface
- IGameplayTagAssetInterface
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAbilitySystemComponent
(
const FObjectInitializer& ObjectInitializer |
AbilitySystemComponent.h |
Classes
| Name | Remarks |
|---|---|
| FAbilityAbilityKey | Used to register callbacks to ability-key input |
| FAbilityConfirmOrCancel | Used to register callbacks to confirm/cancel input |
Structs
| Name | Remarks |
|---|---|
| FAbilityListLockActiveChange | |
| FAbilitySystemComponentDebugInfo | Debugging |
| FPendingAbilityInfo | A pending activation that cannot be activated yet, will be rechecked at a later point |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnGameplayEffectAppliedDelegate | TMulticastDelegate_ThreeParams< void, UAbilitySystemComponent *, const FGameplayEffectSpec &, FActiveGameplayEffectHandle > | Delegate for when an effect is applied | AbilitySystemComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AbilityActivatedCallbacks | FGenericAbilityDelegate | A generic callback anytime an ability is activated (started) | AbilitySystemComponent.h | |
| AbilityActorInfo | TSharedPtr< FGameplayAbilityActorInfo > | Cached off data about the owning actor that abilities will need to frequently access (movement component, mesh component, anim instance, etc) | AbilitySystemComponent.h | |
| AbilityCommittedCallbacks | FGenericAbilityDelegate | A generic callback anytime an ability is committed (cost/cooldown applied) | AbilitySystemComponent.h | |
| AbilityEndedCallbacks | FAbilityEnded | Callback anytime an ability is ended | AbilitySystemComponent.h | |
| AbilityFailedCallbacks | FAbilityFailedDelegate | Called with a failure reason when an ability fails to activate | AbilitySystemComponent.h | |
| AbilitySpecDirtiedCallbacks | FAbilitySpecDirtied | Called when an ability spec's internals have changed | AbilitySystemComponent.h | |
| AffectedAnimInstanceTag | FName | The linked Anim Instance that this component will play montages in. | AbilitySystemComponent.h |
|
| bSuppressGameplayCues | bool | Suppress all GameplayCues on this component | AbilitySystemComponent.h | |
| bSuppressGrantAbility | bool | Suppress all ability granting through GEs on this component | AbilitySystemComponent.h | |
| ClientDebugStrings | TArray< FString > | AbilitySystemComponent.h |
|
|
| DefaultStartingData | TArray< FAttributeDefaults > | AbilitySystemComponent.h |
|
|
| GameplayEffectApplicationQueries | TArray< FGameplayEffectApplicationQuery > | We allow users to setup a series of functions that must be true in order to allow a GameplayEffect to be applied | AbilitySystemComponent.h | |
| GenericCancelInputID | int32 | AbilitySystemComponent.h | ||
| GenericConfirmInputID | int32 | InputID for binding GenericConfirm/Cancel events | AbilitySystemComponent.h | |
| GenericGameplayEventCallbacks | TMap< FGameplayTag, FGameplayEventMulticastDelegate > | Callbacks bound to Gameplay tags, these only activate if the exact tag is used. | AbilitySystemComponent.h | |
| GenericLocalCancelCallbacks | FAbilityConfirmOrCancel | Generic local callback for generic CancelEvent that any ability can listen to | AbilitySystemComponent.h | |
| GenericLocalConfirmCallbacks | FAbilityConfirmOrCancel | Generic local callback for generic ConfirmEvent that any ability can listen to | AbilitySystemComponent.h | |
| IncomingDuration | float | Internal Attribute that modifies the duration of gameplay effects applied to this component | AbilitySystemComponent.h |
|
| InternalTryActivateAbilityFailureTags | FGameplayTagContainer | Failure tags used by InternalTryActivateAbility (E.g., this stores the FailureTags of the last call to InternalTryActivateAbility | AbilitySystemComponent.h | |
| LocalServerAbilityRPCBatchData | TArray< FServerAbilityRPCBatch, TInlineAllocator< 1 > > | Accumulated client side data that is batched out to server on EndServerAbilityRPCBatch | AbilitySystemComponent.h | |
| OnAbilityEnded | FGameplayAbilityEndedDelegate | Callback anytime an ability is ended, with extra information | AbilitySystemComponent.h | |
| OnActiveGameplayEffectAddedDelegateToSelf | FOnGameplayEffectAppliedDelegate | Called on both client and server whenever a duration based GE is added (E.g., instant GEs do not trigger this). | AbilitySystemComponent.h | |
| OnGameplayEffectAppliedDelegateToSelf | FOnGameplayEffectAppliedDelegate | Called on server whenever a GE is applied to self. This includes instant and duration based GEs. | AbilitySystemComponent.h | |
| OnGameplayEffectAppliedDelegateToTarget | FOnGameplayEffectAppliedDelegate | Called on server whenever a GE is applied to someone else. | AbilitySystemComponent.h | |
| OnImmunityBlockGameplayEffectDelegate | FImmunityBlockGE | Immunity notification support | AbilitySystemComponent.h | |
| OnPeriodicGameplayEffectExecuteDelegateOnSelf | FOnGameplayEffectAppliedDelegate | Called on server whenever a periodic GE executes on self | AbilitySystemComponent.h | |
| OnPeriodicGameplayEffectExecuteDelegateOnTarget | FOnGameplayEffectAppliedDelegate | Called on server whenever a periodic GE executes on target | AbilitySystemComponent.h | |
| OutgoingDuration | float | System Attributes | AbilitySystemComponent.h |
|
| PendingServerActivatedAbilities | TArray< FPendingAbilityInfo > | This is a list of GameplayAbilities that were activated on the server and can't yet execute on the client. | AbilitySystemComponent.h | |
| ReplicatedPredictionKeyMap | FReplicatedPredictionKeyMap | PredictionKeys, see more info in GameplayPrediction.h. | AbilitySystemComponent.h |
|
| ReplicationMode | EGameplayEffectReplicationMode | How gameplay effects are replicated | AbilitySystemComponent.h | |
| ReplicationProxyEnabled | bool | When enabled GameplayCue RPCs will be routed through the AvatarActor's IAbilitySystemReplicationProxyInterface rather than this component | AbilitySystemComponent.h | |
| ScopedPredictionKey | FPredictionKey | Current prediction key, set with FScopedPredictionWindow | AbilitySystemComponent.h | |
| ServerDebugStrings | TArray< FString > | AbilitySystemComponent.h |
|
|
| SpawnedTargetActors | TArray< TObjectPtr< AGameplayAbilityTargetActor > > | List of currently active targeting actors | AbilitySystemComponent.h | |
| UserAbilityActivationInhibited | bool | Rather activation is currently inhibited | AbilitySystemComponent.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AvatarActor | TObjectPtr< AActor > | The actor that is the physical representation used for abilities. Can be NULL | AbilitySystemComponent.h |
|
| bDestroyActiveStateInitiated | uint8 | AbilitySystemComponent.h | ||
| BlockedAbilityBindings | TArray< uint8 > | Tracks abilities that are blocked based on input binding. | AbilitySystemComponent.h |
|
| MinimalReplicationTags | FMinimalReplicationTagCountMap | AbilitySystemComponent.h |
|
|
| MonitoredTagChangedDelegateHandle | FDelegateHandle | AbilitySystemComponent.h | ||
| OnRep_ActivateAbilitiesTimerHandle | FTimerHandle | AbilitySystemComponent.h | ||
| OwnerActor | TObjectPtr< AActor > | Actor interaction |
The actor that owns this component logically | AbilitySystemComponent.h |
- ReplicatedUsing=OnRep_OwningActor
| ReplicatedLooseTags | FMinimalReplicationTagCountMap | Container used for replicating loose gameplay tags | AbilitySystemComponent.h |
|
| SpawnedAttributes | TArray< TObjectPtr< UAttributeSet > > | List of attribute sets | AbilitySystemComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AbilityLocalInputPressed
(
int32 InputID |
Called to handle ability bind input | AbilitySystemComponent.h | |
virtual void AbilityLocalInputReleased
(
int32 InputID |
AbilitySystemComponent.h | ||
FSimpleMulticastDelegate & AbilityReplicatedEventDelegate
(
EAbilityGenericReplicatedEvent::Type EventType, |
Returns Generic Replicated Event for a given Ability/PredictionKey pair | AbilitySystemComponent.h | |
virtual void AbilitySpecInputPressed
(
FGameplayAbilitySpec& Spec |
Called on local player always. | AbilitySystemComponent.h | |
virtual void AbilitySpecInputReleased
(
FGameplayAbilitySpec& Spec |
Called on local player always. | AbilitySystemComponent.h | |
FSimpleMulticastDelegate & AbilityTargetDataCancelledDelegate
(
FGameplayAbilitySpecHandle AbilityHandle, |
Returns TargetData Cancelled delegate for a given Ability/PredictionKey pair | AbilitySystemComponent.h | |
FAbilityTargetDataSetDelegate & AbilityTargetDataSetDelegate
(
FGameplayAbilitySpecHandle AbilityHandle, |
Returns TargetDataSet delegate for a given Ability/PredictionKey pair | AbilitySystemComponent.h | |
void AccumulateScreenPos
(
FAbilitySystemComponentDebugInfo& Info |
AbilitySystemComponent.h | ||
const T * AddAttributeSetSubobject
(
T* Subobject |
Manually add a new attribute set that is a subobject of this ability system component. | AbilitySystemComponent.h | |
void AddGameplayCue
(
const FGameplayTag GameplayCueTag, |
AbilitySystemComponent.h | ||
void AddGameplayCue
(
const FGameplayTag GameplayCueTag, |
Add a persistent gameplay cue | AbilitySystemComponent.h | |
void AddGameplayCue_MinimalReplication
(
const FGameplayTag GameplayCueTag, |
Add gameplaycue for minimal replication mode. | AbilitySystemComponent.h | |
FDelegateHandle AddGameplayEventTagContainerDelegate
(
const FGameplayTagContainer& TagFilter, |
Adds a new delegate to call when gameplay events happen. | AbilitySystemComponent.h | |
void AddLooseGameplayTag
(
const FGameplayTag& GameplayTag, |
Allows GameCode to add loose gameplaytags which are not backed by a GameplayEffect. | AbilitySystemComponent.h | |
void AddLooseGameplayTags
(
const FGameplayTagContainer& GameplayTags, |
AbilitySystemComponent.h | ||
void AddMinimalReplicationGameplayTag
(
const FGameplayTag& GameplayTag |
Minimally replicated tags are replicated tags that come from GEs when in bMinimalReplication mode. | AbilitySystemComponent.h | |
void AddMinimalReplicationGameplayTags
(
const FGameplayTagContainer& GameplayTags |
AbilitySystemComponent.h | ||
const T * AddSet() |
Adds a new AttributeSet (initialized to default values) | AbilitySystemComponent.h | |
void AddSpawnedAttribute
(
UAttributeSet* Attribute |
Add a new attribute set | AbilitySystemComponent.h | |
virtual void ApplyAbilityBlockAndCancelTags
(
const FGameplayTagContainer& AbilityTags, |
Called from ability activation or native code, will apply the correct ability blocking tags and cancel existing abilities. | AbilitySystemComponent.h | |
virtual FActiveGameplayEffectHandle ApplyGameplayEffectSpecToSelf
(
const FGameplayEffectSpec& GameplayEffect, |
AbilitySystemComponent.h | ||
virtual FActiveGameplayEffectHandle ApplyGameplayEffectSpecToTarget
(
const FGameplayEffectSpec& GameplayEffect, |
AbilitySystemComponent.h | ||
FActiveGameplayEffectHandle ApplyGameplayEffectToSelf
(
const UGameplayEffect* GameplayEffect, |
This is a helper function - it seems like this will be useful as a blueprint interface at the least, but Level parameter may need to be expanded | AbilitySystemComponent.h |
|
FActiveGameplayEffectHandle ApplyGameplayEffectToTarget
(
UGameplayEffect* GameplayEffect, |
This is a helper function used in automated testing, I'm not sure how useful it will be to gamecode or blueprints | AbilitySystemComponent.h |
|
void ApplyModToAttribute
(
const FGameplayAttribute& Attribute, |
Applies an in-place mod to the given attribute. | AbilitySystemComponent.h | |
void ApplyModToAttributeUnsafe
(
const FGameplayAttribute& Attribute, |
Applies an inplace mod to the given attribute. | AbilitySystemComponent.h | |
virtual bool AreAbilityTagsBlocked
(
const FGameplayTagContainer& Tags |
Returns true if any passed in tags are blocked | AbilitySystemComponent.h | |
virtual void BeginServerAbilityRPCBatch
(
FGameplayAbilitySpecHandle AbilityHandle |
AbilitySystemComponent.h | ||
virtual void BindAbilityActivationToInputComponent
(
UInputComponent* InputComponent, |
Bind to an input component with customized bindings | AbilitySystemComponent.h | |
virtual void BindToInputComponent
(
UInputComponent* InputComponent |
Bind to an input component with some default action names | AbilitySystemComponent.h | |
void BlockAbilitiesWithTags
(
const FGameplayTagContainer& Tags |
Block or cancel blocking for specific ability tags | AbilitySystemComponent.h | |
void BlockAbilityByInputID
(
int32 InputID |
Block or cancel blocking for specific input IDs | AbilitySystemComponent.h | |
FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToSelf
(
const FGameplayEffectSpecHandle& SpecHandle |
Applies a previously created gameplay effect spec to this component | AbilitySystemComponent.h |
|
FActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToTarget
(
const FGameplayEffectSpecHandle& SpecHandle, |
GameplayEffects: Primary outward facing API for other systems | AbilitySystemComponent.h |
|
FActiveGameplayEffectHandle BP_ApplyGameplayEffectToSelf
(
TSubclassOf< UGameplayEffect > GameplayEffectClass, |
Apply a gameplay effect to self | AbilitySystemComponent.h |
|
FActiveGameplayEffectHandle BP_ApplyGameplayEffectToTarget
(
TSubclassOf< UGameplayEffect > GameplayEffectClass, |
Additional Helper FunctionsApply a gameplay effect to passed in target | AbilitySystemComponent.h |
|
virtual FGameplayAbilitySpec BuildAbilitySpecFromClass
(
TSubclassOf< UGameplayAbility > AbilityClass, |
Build a simple FGameplayAbilitySpec from class, level and optional Input ID | AbilitySystemComponent.h | |
void CacheIsNetSimulated() |
Caches the flags that indicate whether this component has network authority. | AbilitySystemComponent.h | |
void CallAllReplicatedDelegatesIfSet
(
FGameplayAbilitySpecHandle AbilityHandle, |
Calls any Replicated delegates that have been sent (TargetData or Generic Replicated Events). | AbilitySystemComponent.h | |
bool CallOrAddReplicatedDelegate
(
EAbilityGenericReplicatedEvent::Type EventType, |
Calls passed in delegate if the Client Event has already been sent. | AbilitySystemComponent.h | |
bool CallReplicatedEventDelegateIfSet
(
EAbilityGenericReplicatedEvent::Type EventType, |
Calls a given Generic Replicated Event delegate if the event has already been sent | AbilitySystemComponent.h | |
bool CallReplicatedTargetDataDelegatesIfSet
(
FGameplayAbilitySpecHandle AbilityHandle, |
Calls the TargetData Confirm/Cancel events if they have been sent. | AbilitySystemComponent.h | |
void CallServerEndAbility
(
FGameplayAbilitySpecHandle AbilityToEnd, |
AbilitySystemComponent.h | ||
void CallServerSetReplicatedTargetData
(
FGameplayAbilitySpecHandle AbilityHandle, |
AbilitySystemComponent.h | ||
void CallServerTryActivateAbility
(
FGameplayAbilitySpecHandle AbilityToActivate, |
Batching client->server RPCs This is a WIP feature to batch up client->server communication. | AbilitySystemComponent.h | |
bool CanApplyAttributeModifiers
(
const UGameplayEffect* GameplayEffect, |
Tests if all modifiers in this GameplayEffect will leave the attribute > 0.f | AbilitySystemComponent.h | |
void CancelAbilities
(
const FGameplayTagContainer* WithTags, |
Cancel all abilities with the specified tags. Will not cancel the Ignore instance | AbilitySystemComponent.h | |
void CancelAbility
(
UGameplayAbility* Ability |
Ability Cancelling/InterruptsCancels the specified ability CDO. | AbilitySystemComponent.h | |
void CancelAbilityHandle
(
const FGameplayAbilitySpecHandle& AbilityHandle |
Cancels the ability indicated by passed in spec handle. | AbilitySystemComponent.h | |
virtual void CancelAbilityTargetData
(
FGameplayAbilitySpecHandle AbilityHandle, |
Cancels the ability target data and calls callbacks | AbilitySystemComponent.h | |
void CancelAllAbilities
(
UGameplayAbility* Ignore |
Cancels all abilities regardless of tags. Will not cancel the ignore instance | AbilitySystemComponent.h | |
bool CanPredict() |
Do we have a valid prediction key to do more predictive actions with | AbilitySystemComponent.h | |
void CaptureAttributeForGameplayEffect
(
FGameplayEffectAttributeCaptureSpec& OutCaptureSpec |
Populate the specified capture spec with the data necessary to capture an attribute from the component | AbilitySystemComponent.h | |
| AbilitySystemComponent.h | |||
void ClearAbility
(
const FGameplayAbilitySpecHandle& Handle |
Removes the specified ability. This will be ignored if the actor is not authoritative. | AbilitySystemComponent.h |
|
void ClearAbilityReplicatedDataCache
(
FGameplayAbilitySpecHandle Handle, |
AbilitySystemComponent.h | ||
virtual void ClearActorInfo() |
This is called when the actor that is initialized to this system dies, this will clear that actor from this system and FGameplayAbilityActorInfo | AbilitySystemComponent.h | |
void ClearAllAbilities() |
Wipes all 'given' abilities. This will be ignored if the actor is not authoritative. | AbilitySystemComponent.h |
|
void ClearAllAbilitiesWithInputID
(
int32 InputID |
Clears all abilities bound to a given Input ID This will be ignored if the actor is not authoritative | AbilitySystemComponent.h |
|
virtual void ClearAnimatingAbility
(
UGameplayAbility* Ability |
Clear the animating ability that is passed in, if it's still currently animating | AbilitySystemComponent.h | |
void ClearDebugInstantEffects() |
AbilitySystemComponent.h | ||
| AbilitySystemComponent.h |
|
||
void ClientSetReplicatedEvent
(
EAbilityGenericReplicatedEvent::Type EventType, |
Replicates the Generic Replicated Event to the client. | AbilitySystemComponent.h |
|
virtual void ConfirmAbilityTargetData
(
FGameplayAbilitySpecHandle AbilityHandle, |
Sets the current target data and calls applicable callbacks | AbilitySystemComponent.h | |
void ConsumeAllReplicatedData
(
FGameplayAbilitySpecHandle AbilityHandle, |
Deletes all cached ability client data (Was: ConsumeAbilityTargetData) | AbilitySystemComponent.h | |
void ConsumeClientReplicatedTargetData
(
FGameplayAbilitySpecHandle AbilityHandle, |
Consumes cached TargetData from client (only TargetData) | AbilitySystemComponent.h | |
void ConsumeGenericReplicatedEvent
(
EAbilityGenericReplicatedEvent::Type EventType, |
Consumes the given Generic Replicated Event (unsets it). | AbilitySystemComponent.h | |
virtual void CurrentMontageJumpToSection
(
FName SectionName |
Jumps current montage to given section. | AbilitySystemComponent.h | |
virtual void CurrentMontageSetNextSectionName
(
FName FromSectionName, |
Sets current montages next section name. | AbilitySystemComponent.h | |
virtual void CurrentMontageSetPlayRate
(
float InPlayRate |
Sets current montage's play rate | AbilitySystemComponent.h | |
virtual void CurrentMontageStop
(
float OverrideBlendOutTime |
Stops whatever montage is currently playing. | AbilitySystemComponent.h | |
virtual void Debug_Internal
(
FAbilitySystemComponentDebugInfo& Info |
AbilitySystemComponent.h | ||
void DebugLine
(
FAbilitySystemComponentDebugInfo& Info, |
AbilitySystemComponent.h | ||
void DecrementAbilityListLock() |
AbilitySystemComponent.h | ||
virtual void DestroyActiveState() |
Cancels all abilities and kills any remaining instanced abilities | AbilitySystemComponent.h | |
virtual void DisplayDebug
(
UCanvas* Canvas, |
AbilitySystemComponent.h | ||
virtual void EndServerAbilityRPCBatch
(
FGameplayAbilitySpecHandle AbilityHandle |
AbilitySystemComponent.h | ||
void ExecuteGameplayCue
(
const FGameplayTag GameplayCueTag, |
AbilitySystemComponent.h | ||
void ExecuteGameplayCue
(
const FGameplayTag GameplayCueTag, |
GameplayCues can also come on their own. | AbilitySystemComponent.h | |
FGameplayAbilitySpec * FindAbilitySpecFromClass
(
TSubclassOf< UGameplayAbility > InAbilityClass |
Returns an ability spec corresponding to given ability class. | AbilitySystemComponent.h | |
FGameplayAbilitySpec * FindAbilitySpecFromGEHandle
(
FActiveGameplayEffectHandle Handle |
Returns an ability spec from a GE handle. If modifying call MarkAbilitySpecDirty | AbilitySystemComponent.h | |
FGameplayAbilitySpec * FindAbilitySpecFromHandle
(
FGameplayAbilitySpecHandle Handle, |
Returns an ability spec from a handle. | AbilitySystemComponent.h | |
FGameplayAbilitySpec * FindAbilitySpecFromInputID
(
int32 InputID |
Returns an ability spec from a handle. If modifying call MarkAbilitySpecDirty | AbilitySystemComponent.h | |
TArray< const FGameplayAbilitySpec * > FindAbilitySpecsFromGEHandle
(
const FScopedAbilityListLock& ScopeLock, |
Returns all ability spec handles granted from a GE handle. Only the server may call this function. | AbilitySystemComponent.h | |
FActiveGameplayEffectHandle FindActiveGameplayEffectHandle
(
FGameplayAbilitySpecHandle Handle |
Gets the GE Handle of the GE that granted the passed in Ability | AbilitySystemComponent.h | |
void FindAllAbilitiesMatchingQuery
(
TArray< FGameplayAbilitySpecHandle >& OutAbilityHandles, |
Returns an array with all abilities that match the provided Gameplay Tag Query | AbilitySystemComponent.h |
|
void FindAllAbilitiesWithInputID
(
TArray< FGameplayAbilitySpecHandle >& OutAbilityHandles, |
Returns an array with all abilities bound to an Input ID value | AbilitySystemComponent.h |
|
void FindAllAbilitiesWithTags
(
TArray< FGameplayAbilitySpecHandle >& OutAbilityHandles, |
Returns an array with all abilities that match the provided tags | AbilitySystemComponent.h |
|
virtual void FindAllAbilitySpecsFromInputID
(
int32 InputID, |
Returns all abilities with the given InputID | AbilitySystemComponent.h | |
virtual void ForceAvatarReplication () |
Replication | AbilitySystemComponent.h | |
virtual void ForceCancelAbilityDueToReplication
(
UGameplayAbility* Instance |
Force cancels the ability and does not replicate this to the other side. | AbilitySystemComponent.h | |
float GetAbilityLastActivatedTime () |
Returns local world time that an ability was activated. | AbilitySystemComponent.h | |
const TArray< FGameplayAbilitySpec > & GetActivatableAbilities () |
Functions meant to be called from GameplayAbility and subclasses, but not meant for general use | AbilitySystemComponent.h | |
| Returns the list of all activatable abilities. | AbilitySystemComponent.h | ||
void GetActivatableGameplayAbilitySpecsByAllMatchingTags
(
const FGameplayTagContainer& GameplayTagContainer, |
Gets all Activatable Gameplay Abilities that match all tags in GameplayTagContainer AND for which DoesAbilitySatisfyTagRequirements() is true. | AbilitySystemComponent.h | |
FActiveGameplayEffectEvents * GetActiveEffectEventSet
(
FActiveGameplayEffectHandle Handle |
Returns delegate structure that allows binding to several gameplay effect changes | AbilitySystemComponent.h | |
TArray< FActiveGameplayEffectHandle > GetActiveEffects
(
const FGameplayEffectQuery& Query |
Returns list of active effects, for a query | AbilitySystemComponent.h |
|
TArray< float > GetActiveEffectsDuration
(
const FGameplayEffectQuery& Query |
Gets total duration for all effects that match query | AbilitySystemComponent.h | |
float GetActiveEffectsEndTime
(
const FGameplayEffectQuery& Query |
This will give the world time that all effects matching this query will be finished. | AbilitySystemComponent.h | |
bool GetActiveEffectsEndTimeAndDuration
(
const FGameplayEffectQuery& Query, |
Returns end time and total duration | AbilitySystemComponent.h | |
float GetActiveEffectsEndTimeWithInstigators
(
const FGameplayEffectQuery& Query, |
AbilitySystemComponent.h | ||
TArray< float > GetActiveEffectsTimeRemaining
(
const FGameplayEffectQuery& Query |
Gets time remaining for all effects that match query | AbilitySystemComponent.h | |
TArray< TPair< float, float > > GetActiveEffectsTimeRemainingAndDuration
(
const FGameplayEffectQuery& Query |
Gets both time remaining and total duration for all effects that match query | AbilitySystemComponent.h | |
TArray< FActiveGameplayEffectHandle > GetActiveEffectsWithAllTags
(
FGameplayTagContainer Tags |
Returns list of active effects that have all of the passed in tags | AbilitySystemComponent.h |
|
const FActiveGameplayEffect * GetActiveGameplayEffect
(
const FActiveGameplayEffectHandle Handle |
Returns const pointer to the actual active gameplay effect structure | AbilitySystemComponent.h | |
const FActiveGameplayEffectsContainer & GetActiveGameplayEffects() |
Returns all active gameplay effects on this ASC | AbilitySystemComponent.h | |
FString GetActiveGEDebugString
(
FActiveGameplayEffectHandle Handle |
Returns debug string describing active gameplay effect | AbilitySystemComponent.h | |
int32 GetAggregatedStackCount
(
const FGameplayEffectQuery& Query |
Returns the sum of StackCount of all gameplay effects that pass query | AbilitySystemComponent.h | |
void GetAllAbilities
(
TArray< FGameplayAbilitySpecHandle >& OutAbilityHandles |
Returns an array with all granted ability handles NOTE: currently this doesn't include abilities that are mid-activation | AbilitySystemComponent.h |
|
void GetAllActiveGameplayEffectSpecs
(
TArray< FGameplayEffectSpec >& OutSpecCopies |
Makes a copy of all the active effects on this ability component | AbilitySystemComponent.h | |
void GetAllAttributes
(
TArray< FGameplayAttribute >& OutAttributes |
Returns a list of all attributes for this abilty system component | AbilitySystemComponent.h |
|
UGameplayAbility * GetAnimatingAbility() |
Returns the current animating ability | AbilitySystemComponent.h | |
const UAttributeSet * GetAttributeSet
(
TSubclassOf< UAttributeSet > AttributeSetClass |
Returns a reference to the Attribute Set instance, if one exists in this component | AbilitySystemComponent.h |
|
AActor * GetAvatarActor() |
Returns the avatar actor for this component | AbilitySystemComponent.h | |
AActor * GetAvatarActor_Direct() |
AbilitySystemComponent.h | ||
| AbilitySystemComponent.h | |||
void GetBlockedAbilityTags
(
FGameplayTagContainer& TagContainer |
Fills TagContainer with BlockedAbilityTags | AbilitySystemComponent.h | |
| AbilitySystemComponent.h | |||
| AbilitySystemComponent.h | |||
UAnimMontage * GetCurrentMontage() |
Returns montage that is currently playing | AbilitySystemComponent.h | |
int32 GetCurrentMontageSectionID() |
Get SectionID of currently playing AnimMontage | AbilitySystemComponent.h | |
float GetCurrentMontageSectionLength() |
Get length in time of current section | AbilitySystemComponent.h | |
FName GetCurrentMontageSectionName() |
Get SectionName of currently playing AnimMontage | AbilitySystemComponent.h | |
float GetCurrentMontageSectionTimeLeft() |
Returns amount of time left in current section | AbilitySystemComponent.h | |
int32 GetCurrentStackCount
(
FActiveGameplayEffectHandle Handle |
Returns current stack count of an already applied GE | AbilitySystemComponent.h | |
int32 GetCurrentStackCount
(
FGameplayAbilitySpecHandle Handle |
Returns current stack count of an already applied GE, but given the ability spec handle that was granted by the GE | AbilitySystemComponent.h | |
FGameplayEffectContextHandle GetEffectContextFromActiveGEHandle
(
FActiveGameplayEffectHandle Handle |
Retrieves the EffectContext of the GameplayEffect of the active GameplayEffect. | AbilitySystemComponent.h | |
float GetFilteredAttributeValue
(
const FGameplayAttribute& Attribute, |
Returns an attribute value, after applying tag filters | AbilitySystemComponent.h | |
float GetGameplayAttributeValue
(
FGameplayAttribute Attribute, |
Returns the current value of the given gameplay attribute, or zero if the attribute is not found. | AbilitySystemComponent.h |
|
FOnGameplayAttributeValueChange & GetGameplayAttributeValueChangeDelegate
(
FGameplayAttribute Attribute |
Register for when an attribute value changes | AbilitySystemComponent.h | |
const UGameplayEffect * GetGameplayEffectCDO
(
const FActiveGameplayEffectHandle Handle |
Returns a const pointer to the gameplay effect CDO associated with an active handle. | AbilitySystemComponent.h | |
int32 GetGameplayEffectCount
(
TSubclassOf< UGameplayEffect > SourceGameplayEffect, |
Get the count of the specified source effect on the ability system component. | AbilitySystemComponent.h |
|
int32 GetGameplayEffectCount_IfLoaded
(
TSoftClassPtr< UGameplayEffect > SoftSourceGameplayEffect, |
Get the count of the specified source effect on the ability system component. | AbilitySystemComponent.h |
|
const UGameplayEffect * GetGameplayEffectDefForHandle
(
FActiveGameplayEffectHandle Handle |
Gets the FActiveGameplayEffect based on the passed in Handle | AbilitySystemComponent.h | |
float GetGameplayEffectDuration
(
FActiveGameplayEffectHandle Handle |
Returns the total duration of a gameplay effect | AbilitySystemComponent.h | |
float GetGameplayEffectMagnitude
(
FActiveGameplayEffectHandle Handle, |
Raw accessor to ask the magnitude of a gameplay effect, not necessarily always correct. | AbilitySystemComponent.h |
|
const FGameplayTagContainer * GetGameplayEffectSourceTagsFromHandle
(
FActiveGameplayEffectHandle Handle |
Get the source tags from the gameplay spec represented by the specified handle, if possible | AbilitySystemComponent.h | |
void GetGameplayEffectStartTimeAndDuration
(
FActiveGameplayEffectHandle Handle, |
Return start time and total duration of a gameplay effect | AbilitySystemComponent.h | |
const FGameplayTagContainer * GetGameplayEffectTargetTagsFromHandle
(
FActiveGameplayEffectHandle Handle |
Get the target tags from the gameplay spec represented by the specified handle, if possible | AbilitySystemComponent.h | |
int32 GetGameplayTagCount
(
FGameplayTag GameplayTag |
Returns the current count of the given gameplay tag. | AbilitySystemComponent.h |
|
int32 GetNumActiveGameplayEffects() |
Returns the number of gameplay effects that are currently active on this ability system component | AbilitySystemComponent.h | |
float GetNumericAttribute
(
const FGameplayAttribute& Attribute |
Returns current (final) value of an attribute | AbilitySystemComponent.h | |
float GetNumericAttributeBase
(
const FGameplayAttribute& Attribute |
Gets the base value of an attribute. That is, the value of the attribute with no stateful modifiers | AbilitySystemComponent.h | |
float GetNumericAttributeChecked
(
const FGameplayAttribute& Attribute |
AbilitySystemComponent.h | ||
const FGameplayTagContainer & GetOwnedGameplayTags () |
AbilitySystemComponent.h | ||
void GetOwnedGameplayTags
(
FGameplayTagContainer& TagContainer |
AbilitySystemComponent.h | ||
AActor * GetOwnerActor() |
AbilitySystemComponent.h | ||
FPredictionKey GetPredictionKeyForNewAction() |
Returns the prediction key that should be used for any actions | AbilitySystemComponent.h | |
FAbilityReplicatedData GetReplicatedDataOfGenericReplicatedEvent
(
EAbilityGenericReplicatedEvent::Type EventType, |
Gets replicated data of the given Generic Replicated Event. | AbilitySystemComponent.h | |
virtual IAbilitySystemReplicationProxyInterface * GetReplicationInterface() |
Who to route replication through if ReplicationProxyEnabled (if this returns null, when ReplicationProxyEnabled, we wont replicate) | AbilitySystemComponent.h | |
| AbilitySystemComponent.h | |||
| AbilitySystemComponent.h | |||
const T * GetSet() |
AttributesFinds existing AttributeSet | AbilitySystemComponent.h | |
const T * GetSetChecked() |
Finds existing AttributeSet. Asserts if it isn't there. | AbilitySystemComponent.h | |
const TArray< UAttributeSet * > & GetSpawnedAttributes() |
Access the spawned attributes list when you don't intend to modify the list. | AbilitySystemComponent.h | |
TArray< TObjectPtr< UAttributeSet > > & GetSpawnedAttributes_Mutable() |
AbilitySystemComponent.h | ||
int32 GetTagCount
(
FGameplayTag TagToCheck |
Returns the number of instances of a given tag | AbilitySystemComponent.h | |
| Input handling/targeting | AbilitySystemComponent.h |
|
|
FGameplayAbilitySpecHandle GiveAbility
(
const FGameplayAbilitySpec& AbilitySpec |
GameplayAbilities | AbilitySystemComponent.h | |
FGameplayAbilitySpecHandle GiveAbilityAndActivateOnce
(
FGameplayAbilitySpec& AbilitySpec, |
Grants an ability and attempts to activate it exactly one time, which will cause it to be removed. | AbilitySystemComponent.h | |
virtual void HandleChangeAbilityCanBeCanceled
(
const FGameplayTagContainer& AbilityTags, |
Called when an ability is cancellable or not. | AbilitySystemComponent.h | |
virtual void HandleDeferredGameplayCues
(
const FActiveGameplayEffectsContainer* GameplayEffectsContainer |
Handle GameplayCues that may have been deferred while doing the NetDeltaSerialize and waiting for the avatar actor to get loaded | AbilitySystemComponent.h | |
virtual int32 HandleGameplayEvent
(
FGameplayTag EventTag, |
Executes a gameplay event. | AbilitySystemComponent.h | |
bool HasActivatableTriggeredAbility
(
FGameplayTag Tag |
AbilitySystemComponent.h | ||
bool HasAllMatchingGameplayTags
(
const FGameplayTagContainer& TagContainer |
AbilitySystemComponent.h | ||
bool HasAnyMatchingGameplayTags
(
const FGameplayTagContainer& TagContainer |
AbilitySystemComponent.h | ||
bool HasAttributeSetForAttribute
(
FGameplayAttribute Attribute |
Does this ability system component have this attribute? | AbilitySystemComponent.h | |
bool HasAuthorityOrPredictionKey
(
const FGameplayAbilityActivationInfo* ActivationInfo |
Returns true if this is running on the server or has a valid prediction key | AbilitySystemComponent.h | |
bool HasMatchingGameplayTag
(
FGameplayTag TagToCheck |
Gameplay tag operations Implements IGameplayTagAssetInterface using the TagCountContainer | AbilitySystemComponent.h | |
void IncrementAbilityListLock() |
Called from FScopedAbilityListLock | AbilitySystemComponent.h | |
virtual void InhibitActiveGameplayEffect
(
FActiveGameplayEffectHandle ActiveGEHandle, |
Inhibit an active gameplay effect so that it is disabled, but not removed | AbilitySystemComponent.h | |
virtual void InitAbilityActorInfo
(
AActor* InOwnerActor, |
Initialized the Abilities' ActorInfo - the structure that holds information about who we are acting on and who controls us. | AbilitySystemComponent.h | |
virtual void InitDefaultGameplayCueParameters
(
FGameplayCueParameters& Parameters |
Will initialize gameplay cue parameters with this ASC's Owner (Instigator) and AvatarActor (EffectCauser) | AbilitySystemComponent.h | |
const UAttributeSet * InitStats
(
TSubclassOf< class UAttributeSet > Attributes, |
Initializes starting attributes from a data table. | AbilitySystemComponent.h | |
void InputCancel() |
Sends a local player Input Cancel event, notifying abilities | AbilitySystemComponent.h |
|
void InputConfirm() |
Sends a local player Input Confirm event, notifying abilities | AbilitySystemComponent.h |
|
bool InternalTryActivateAbility
(
FGameplayAbilitySpecHandle AbilityToActivate, |
Attempts to activate the given ability, will only work if called from the correct client/server context | AbilitySystemComponent.h | |
void InvokeGameplayCueEvent
(
const FGameplayTag GameplayCueTag, |
AbilitySystemComponent.h | ||
void InvokeGameplayCueEvent
(
const FGameplayEffectSpecForRPC& Spec, |
Handles gameplay cue events from external sources | AbilitySystemComponent.h | |
void InvokeGameplayCueEvent
(
const FGameplayTag GameplayCueTag, |
AbilitySystemComponent.h | ||
bool InvokeReplicatedEvent
(
EAbilityGenericReplicatedEvent::Type EventType, |
Calls local callbacks that are registered with the given Generic Replicated Event | AbilitySystemComponent.h | |
bool InvokeReplicatedEventWithPayload
(
EAbilityGenericReplicatedEvent::Type EventType, |
Calls local callbacks that are registered with the given Generic Replicated Event | AbilitySystemComponent.h | |
bool IsAbilityInputBlocked
(
int32 InputID |
Checks if the ability system is currently blocking InputID. | AbilitySystemComponent.h | |
bool IsAnimatingAbility
(
UGameplayAbility* Ability |
Returns true if the passed in ability is the current animating ability | AbilitySystemComponent.h | |
bool IsGameplayCueActive
(
const FGameplayTag GameplayCueTag |
Allows polling to see if a GameplayCue is active. | AbilitySystemComponent.h |
|
bool IsGenericCancelInputBound
(
int32 InputID |
AbilitySystemComponent.h | ||
bool IsGenericConfirmInputBound
(
int32 InputID |
AbilitySystemComponent.h | ||
virtual bool IsOwnerActorAuthoritative() |
Returns true if this component's actor has authority | AbilitySystemComponent.h | |
virtual bool IsReadyForGameplayCues() |
Are we ready to invoke gameplaycues yet? | AbilitySystemComponent.h | |
FGameplayAbilitySpecHandle K2_GiveAbility
(
TSubclassOf< UGameplayAbility > AbilityClass, |
Grants a Gameplay Ability and returns its handle. | AbilitySystemComponent.h |
|
FGameplayAbilitySpecHandle K2_GiveAbilityAndActivateOnce
(
TSubclassOf< UGameplayAbility > AbilityClass, |
Grants a Gameplay Ability, activates it once, and removes it. | AbilitySystemComponent.h |
|
void K2_InitStats
(
TSubclassOf< class UAttributeSet > Attributes, |
AbilitySystemComponent.h |
|
|
virtual void LocalInputCancel() |
AbilitySystemComponent.h | ||
virtual void LocalInputConfirm() |
Handle confirm/cancel for target actors | AbilitySystemComponent.h | |
virtual FGameplayEffectContextHandle MakeEffectContext() |
Create an EffectContext for the owner of this AbilitySystemComponent | AbilitySystemComponent.h |
|
virtual FGameplayEffectSpecHandle MakeOutgoingSpec
(
TSubclassOf< UGameplayEffect > GameplayEffectClass, |
Get an outgoing GameplayEffectSpec that is ready to be applied to other things. | AbilitySystemComponent.h |
|
void MarkAbilitySpecDirty
(
FGameplayAbilitySpec& Spec, |
Call to mark that an ability spec has been modified | AbilitySystemComponent.h | |
bool MatchesGameplayTagQuery
(
const FGameplayTagQuery& TagQuery |
Checks whether the query matches the owned GameplayTags | AbilitySystemComponent.h | |
virtual void ModifyActiveEffectStartTime
(
FActiveGameplayEffectHandle Handle, |
Modify the start time of a gameplay effect, to deal with timers being out of sync originally | AbilitySystemComponent.h | |
virtual void NotifyAbilityActivated
(
const FGameplayAbilitySpecHandle Handle, |
AbilitySystemComponent.h | ||
virtual void NotifyAbilityCommit
(
UGameplayAbility* Ability |
Call notify callbacks above | AbilitySystemComponent.h | |
virtual void NotifyAbilityEnded
(
FGameplayAbilitySpecHandle Handle, |
Called from the ability to let the component know it is ended | AbilitySystemComponent.h | |
virtual void NotifyAbilityFailed
(
const FGameplayAbilitySpecHandle Handle, |
AbilitySystemComponent.h | ||
FOnGivenActiveGameplayEffectRemoved & OnAnyGameplayEffectRemovedDelegate() |
Called when any gameplay effects are removed | AbilitySystemComponent.h | |
void OnAttributeAggregatorDirty
(
FAggregator* Aggregator, |
Callbacks / Notifies (these need to be at the UObject level so we can safely bind, rather than binding to raw at the ActiveGameplayEffect/Container level which is unsafe if the AbilitySystemComponent were killed). | AbilitySystemComponent.h | |
void OnAvatarActorDestroyed
(
AActor* InActor |
AbilitySystemComponent.h | ||
| AbilitySystemComponent.h |
|
||
void OnGameplayEffectAppliedToSelf
(
UAbilitySystemComponent* Source, |
AbilitySystemComponent.h | ||
void OnGameplayEffectAppliedToTarget
(
UAbilitySystemComponent* Target, |
This ASC has successfully applied a GE to something (potentially itself) | AbilitySystemComponent.h | |
virtual void OnGameplayEffectDurationChange
(
FActiveGameplayEffect& ActiveEffect |
Called when the duration of a gameplay effect has changed | AbilitySystemComponent.h | |
FOnActiveGameplayEffectInhibitionChanged * OnGameplayEffectInhibitionChangedDelegate
(
FActiveGameplayEffectHandle Handle |
AbilitySystemComponent.h | ||
FOnActiveGameplayEffectRemoved_Info * OnGameplayEffectRemoved_InfoDelegate
(
FActiveGameplayEffectHandle Handle |
AbilitySystemComponent.h | ||
FOnActiveGameplayEffectStackChange * OnGameplayEffectStackChangeDelegate
(
FActiveGameplayEffectHandle Handle |
AbilitySystemComponent.h | ||
FOnActiveGameplayEffectTimeChange * OnGameplayEffectTimeChangeDelegate
(
FActiveGameplayEffectHandle Handle |
AbilitySystemComponent.h | ||
void OnMagnitudeDependencyChange
(
FActiveGameplayEffectHandle Handle, |
Called when attribute magnitudes change, to forward information to dependent gameplay effects | AbilitySystemComponent.h | |
void OnOwnerActorDestroyed
(
AActor* InActor |
AbilitySystemComponent.h | ||
void OnPeriodicGameplayEffectExecuteOnSelf
(
UAbilitySystemComponent* Source, |
AbilitySystemComponent.h | ||
void OnPeriodicGameplayEffectExecuteOnTarget
(
UAbilitySystemComponent* Target, |
AbilitySystemComponent.h | ||
virtual void OnPlayerControllerSet() |
Called when the ASC's AbilityActorInfo has a PlayerController set. | AbilitySystemComponent.h | |
virtual void OnPredictiveGameplayCueCatchup
(
FGameplayTag Tag |
Called for predictively added gameplay cue. | AbilitySystemComponent.h | |
virtual void OnRep_ClientDebugString() |
AbilitySystemComponent.h | ||
void OnRep_OwningActor() |
AbilitySystemComponent.h | ||
virtual void OnRep_ServerDebugString() |
AbilitySystemComponent.h | ||
virtual void OnServerPrintDebug_Request() |
Virtual function games can override to do their own stuff when either ServerPrintDebug function runs on the server | AbilitySystemComponent.h | |
void OnSpawnedAttributesEndPlayed
(
AActor* InActor, |
AbilitySystemComponent.h | ||
virtual float PlayMontage
(
UGameplayAbility* AnimatingAbility, |
AnimMontage Support | AbilitySystemComponent.h | |
virtual float PlayMontageSimulated
(
UAnimMontage* Montage, |
Plays a montage without updating replication/prediction structures. | AbilitySystemComponent.h | |
virtual UAnimMontage * PlaySlotAnimationAsDynamicMontage
(
UGameplayAbility* AnimatingAbility, |
AbilitySystemComponent.h | ||
virtual UAnimMontage * PlaySlotAnimationAsDynamicMontage_WithFractionalLoops
(
UGameplayAbility* AnimatingAbility, |
AbilitySystemComponent.h | ||
virtual UAnimMontage * PlaySlotAnimationAsDynamicMontage_WithFractionalLoopsSimulated
(
UAnimSequenceBase* AnimAsset, |
AbilitySystemComponent.h | ||
virtual UAnimMontage * PlaySlotAnimationAsDynamicMontageSimulated
(
UAnimSequenceBase* AnimAsset, |
AbilitySystemComponent.h | ||
void PressInputID
(
int32 InputID |
Sends a local player Input Pressed event with the provided Input ID, notifying any bound abilities | AbilitySystemComponent.h |
|
void PrintAllGameplayEffects() |
Print a debug list of all gameplay effects | AbilitySystemComponent.h | |
virtual void PrintDebug() |
AbilitySystemComponent.h | ||
virtual void RecomputeGameplayEffectStartTimes
(
const float WorldTime, |
Called whenever the server time replicates via the game state to keep our cooldown timers in sync with the server | AbilitySystemComponent.h | |
void RefreshAbilityActorInfo () |
This will refresh the Ability's ActorInfo structure based on the current ActorInfo. | AbilitySystemComponent.h | |
FDelegateHandle RegisterAndCallGameplayTagEvent
(
FGameplayTag Tag, |
Register a tag event and immediately call it | AbilitySystemComponent.h | |
FOnGameplayAttributeChange & RegisterGameplayAttributeEvent
(
FGameplayAttribute Attribute |
Register for when an attribute value changes, should be replaced by GetGameplayAttributeValueChangeDelegate | AbilitySystemComponent.h | |
FOnGameplayEffectTagCountChanged & RegisterGameplayTagEvent
(
FGameplayTag Tag, |
Allow events to be registered for specific gameplay tags being added or removed | AbilitySystemComponent.h | |
FOnGameplayEffectTagCountChanged & RegisterGenericGameplayTagEvent() |
Returns multicast delegate that is invoked whenever a tag is added or removed (but not if just count is increased. Only for 'new' and 'removed' events) | AbilitySystemComponent.h | |
virtual void ReinvokeActiveGameplayCues () |
Invokes the WhileActive event for all GCs on active, non inhibited, GEs. | AbilitySystemComponent.h | |
void ReleaseInputID
(
int32 InputID |
Sends a local player Input Released event with the provided Input ID, notifying any bound abilities | AbilitySystemComponent.h |
|
virtual int32 RemoveActiveEffects
(
const FGameplayEffectQuery& Query, |
Removes all active effects that match given query. StacksToRemove=-1 will remove all stacks. | AbilitySystemComponent.h | |
int32 RemoveActiveEffectsWithAppliedTags
(
FGameplayTagContainer Tags |
Removes all active effects that apply any of the tags in Tags | AbilitySystemComponent.h |
|
int32 RemoveActiveEffectsWithGrantedTags
(
FGameplayTagContainer Tags |
Removes all active effects that grant any of the tags in Tags | AbilitySystemComponent.h |
|
int32 RemoveActiveEffectsWithSourceTags
(
FGameplayTagContainer Tags |
Removes all active effects with captured source tags that contain any of the tags in Tags | AbilitySystemComponent.h |
|
int32 RemoveActiveEffectsWithTags
(
FGameplayTagContainer Tags |
Removes all active effects that contain any of the tags in Tags | AbilitySystemComponent.h |
|
virtual bool RemoveActiveGameplayEffect
(
FActiveGameplayEffectHandle Handle, |
Removes the specified GameplayEffect by Handle. | AbilitySystemComponent.h |
|
void RemoveActiveGameplayEffect_NoReturn
(
FActiveGameplayEffectHandle Handle, |
This only exists so it can be hooked up to a multicast delegate | AbilitySystemComponent.h | |
virtual void RemoveActiveGameplayEffectBySourceEffect
(
TSubclassOf< UGameplayEffect > GameplayEffect, |
Remove active gameplay effects whose backing definition are the specified gameplay effect class | AbilitySystemComponent.h |
|
void RemoveAllGameplayCues() |
Removes any GameplayCue added on its own, i.e. not as part of a GameplayEffect. | AbilitySystemComponent.h | |
void RemoveAllSpawnedAttributes() |
Remove all attribute sets | AbilitySystemComponent.h | |
void RemoveGameplayCue
(
const FGameplayTag GameplayCueTag |
Remove a persistent gameplay cue | AbilitySystemComponent.h | |
void RemoveGameplayCue_MinimalReplication
(
const FGameplayTag GameplayCueTag |
Remove gameplaycue for minimal replication mode. | AbilitySystemComponent.h | |
void RemoveGameplayEventTagContainerDelegate
(
const FGameplayTagContainer& TagFilter, |
Remotes previously registered delegate | AbilitySystemComponent.h | |
void RemoveLooseGameplayTag
(
const FGameplayTag& GameplayTag, |
AbilitySystemComponent.h | ||
void RemoveLooseGameplayTags
(
const FGameplayTagContainer& GameplayTags, |
AbilitySystemComponent.h | ||
void RemoveMinimalReplicationGameplayTag
(
const FGameplayTag& GameplayTag |
AbilitySystemComponent.h | ||
void RemoveMinimalReplicationGameplayTags
(
const FGameplayTagContainer& GameplayTags |
AbilitySystemComponent.h | ||
void RemoveSpawnedAttribute
(
UAttributeSet* Attribute |
Remove an existing attribute set | AbilitySystemComponent.h | |
virtual void ReplicateEndOrCancelAbility
(
FGameplayAbilitySpecHandle Handle, |
Replicate that an ability has ended/canceled, to the client or server as appropriate | AbilitySystemComponent.h | |
void ServerAbilityRPCBatch
(
FServerAbilityRPCBatch BatchInfo |
AbilitySystemComponent.h |
|
|
virtual void ServerAbilityRPCBatch_Internal
(
FServerAbilityRPCBatch& BatchInfo |
Overridable function for sub classes. | AbilitySystemComponent.h | |
void ServerPrintDebug_Request() |
Ask the server to send ability system debug information back to the client, via ClientPrintDebug_Response | AbilitySystemComponent.h |
|
| Same as ServerPrintDebug_Request but this includes the client debug strings so that the server can embed them in replays | AbilitySystemComponent.h |
|
|
void ServerSetInputPressed
(
FGameplayAbilitySpecHandle AbilityHandle |
Direct Input state replication. | AbilitySystemComponent.h |
|
void ServerSetInputReleased
(
FGameplayAbilitySpecHandle AbilityHandle |
AbilitySystemComponent.h |
|
|
void ServerSetReplicatedEvent
(
EAbilityGenericReplicatedEvent::Type EventType, |
Synchronization RPCs While these appear to be state, these are actually synchronization events w/ some payload data | AbilitySystemComponent.h |
|
void ServerSetReplicatedEventWithPayload
(
EAbilityGenericReplicatedEvent::Type EventType, |
Replicates the Generic Replicated Event to the server with payload. | AbilitySystemComponent.h |
|
void ServerSetReplicatedTargetData
(
FGameplayAbilitySpecHandle AbilityHandle, |
Replicates targeting data to the server | AbilitySystemComponent.h |
|
void ServerSetReplicatedTargetDataCancelled
(
FGameplayAbilitySpecHandle AbilityHandle, |
Replicates to the server that targeting has been cancelled | AbilitySystemComponent.h |
|
virtual FActiveGameplayEffectHandle SetActiveGameplayEffectInhibit
(
FActiveGameplayEffectHandle&& ActiveGEHandle, |
(Un-)Inhibit an Active Gameplay Effect so it may be disabled (and perform some disabling actions, such as removing tags). | AbilitySystemComponent.h | |
virtual void SetActiveGameplayEffectLevel
(
FActiveGameplayEffectHandle ActiveHandle, |
Updates the level of an already applied gameplay effect. | AbilitySystemComponent.h |
|
virtual void SetActiveGameplayEffectLevelUsingQuery
(
FGameplayEffectQuery Query, |
Updates the level of an already applied gameplay effect. | AbilitySystemComponent.h |
|
void SetAvatarActor
(
AActor* InAvatarActor |
Changes the avatar actor, leaves the owner actor the same | AbilitySystemComponent.h | |
void SetAvatarActor_Direct
(
AActor* NewAvatarActor |
AbilitySystemComponent.h | ||
void SetBaseAttributeValueFromReplication
(
const FGameplayAttribute& Attribute, |
Call from OnRep functions to set the attribute base value on the client | AbilitySystemComponent.h | |
void SetBaseAttributeValueFromReplication
(
const FGameplayAttribute& Attribute, |
Call from OnRep functions to set the attribute base value on the client | AbilitySystemComponent.h | |
virtual void SetBlockAbilityBindingsArray
(
FGameplayAbilityInputBinds BindInfo |
Initializes BlockedAbilityBindings variable | AbilitySystemComponent.h | |
| AbilitySystemComponent.h | |||
void SetLooseGameplayTagCount
(
const FGameplayTag& GameplayTag, |
AbilitySystemComponent.h | ||
void SetMontageRepAnimPositionMethod
(
ERepAnimPositionMethod InMethod |
Method to set the replication method for the position in the montage | AbilitySystemComponent.h | |
void SetNumericAttributeBase
(
const FGameplayAttribute& Attribute, |
Sets the base value of an attribute. | AbilitySystemComponent.h | |
void SetOwnerActor
(
AActor* NewOwnerActor |
AbilitySystemComponent.h | ||
void SetRemoveAbilityOnEnd
(
FGameplayAbilitySpecHandle AbilitySpecHandle |
Sets an ability spec to remove when its finished. | AbilitySystemComponent.h | |
virtual void SetReplicationMode
(
EGameplayEffectReplicationMode NewReplicationMode |
When true, we will not replicate active gameplay effects for this ability system component, so attributes and tags | AbilitySystemComponent.h | |
| AbilitySystemComponent.h | |||
void SetSpawnedAttributes
(
const TArray< UAttributeSet* >& NewAttributeSet |
Remove all current AttributeSets and register the ones in the passed array. | AbilitySystemComponent.h | |
void SetTagMapCount
(
const FGameplayTag& Tag, |
Forcibly sets the number of instances of a given tag | AbilitySystemComponent.h | |
virtual void SetUserAbilityActivationInhibited
(
bool NewInhibit |
Disable or Enable a local user from being able to activate abilities. | AbilitySystemComponent.h |
|
virtual bool ShouldDoServerAbilityRPCBatch() |
AbilitySystemComponent.h | ||
virtual bool ShouldRecordMontageReplication() |
Returns true if this component should record montage replication info. | AbilitySystemComponent.h | |
virtual bool ShouldSendClientDebugStringsToServer() |
Determines whether to call ServerPrintDebug_Request or ServerPrintDebug_RequestWithStrings. | AbilitySystemComponent.h | |
virtual void StopMontageIfCurrent
(
const UAnimMontage& Montage, |
Stops current montage if it's the one given as the Montage param | AbilitySystemComponent.h | |
virtual void TargetCancel() |
Any active targeting actors will be stopped and canceled, not returning any targeting data | AbilitySystemComponent.h |
|
virtual void TargetConfirm() |
Any active targeting actors will be told to stop and return current targeting data | AbilitySystemComponent.h |
|
bool TriggerAbilityFromGameplayEvent
(
FGameplayAbilitySpecHandle AbilityToTrigger, |
Triggers an ability from a gameplay event, will only trigger on local/server depending on execution flags | AbilitySystemComponent.h | |
bool TryActivateAbilitiesByTag
(
const FGameplayTagContainer& GameplayTagContainer, |
Attempts to activate every gameplay ability that matches the given tag and DoesAbilitySatisfyTagRequirements(). | AbilitySystemComponent.h |
|
bool TryActivateAbility
(
FGameplayAbilitySpecHandle AbilityToActivate, |
Attempts to activate the given ability, will check costs and requirements before doing so. | AbilitySystemComponent.h |
|
bool TryActivateAbilityByClass
(
TSubclassOf< UGameplayAbility > InAbilityToActivate, |
Attempts to activate the ability that is passed in. | AbilitySystemComponent.h |
|
void UnBlockAbilitiesWithTags
(
const FGameplayTagContainer& Tags |
AbilitySystemComponent.h | ||
void UnBlockAbilityByInputID
(
int32 InputID |
AbilitySystemComponent.h | ||
bool UnregisterGameplayTagEvent
(
FDelegateHandle DelegateHandle, |
Unregister previously added events | AbilitySystemComponent.h | |
virtual void UpdateActiveGameplayEffectSetByCallerMagnitude
(
FActiveGameplayEffectHandle ActiveHandle, |
Dynamically update the set-by-caller magnitude for an active gameplay effect | AbilitySystemComponent.h |
|
virtual void UpdateActiveGameplayEffectSetByCallerMagnitudes
(
FActiveGameplayEffectHandle ActiveHandle, |
Dynamically update multiple set-by-caller magnitudes for an active gameplay effect | AbilitySystemComponent.h |
|
void UpdateTagMap
(
const FGameplayTagContainer& Container, |
Update the number of instances of a given tag and calls callback | AbilitySystemComponent.h | |
void UpdateTagMap
(
const FGameplayTag& BaseTag, |
Update the number of instances of a given tag and calls callback | AbilitySystemComponent.h |
Overridden from UGameplayTasksComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool GetShouldTick() |
AbilitySystemComponent.h |
Overridden from UActorComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
AbilitySystemComponent.h | ||
virtual void InitializeComponent() |
AbilitySystemComponent.h | ||
virtual void OnComponentDestroyed
(
bool bDestroyingHierarchy |
AbilitySystemComponent.h | ||
virtual void OnRegister() |
AbilitySystemComponent.h | ||
virtual void OnUnregister() |
AbilitySystemComponent.h | ||
virtual void ReadyForReplication() |
AbilitySystemComponent.h | ||
virtual bool ReplicateSubobjects
(
UActorChannel* Channel, |
AbilitySystemComponent.h | ||
virtual void TickComponent
(
float DeltaTime, |
AbilitySystemComponent.h | ||
virtual void UninitializeComponent() |
AbilitySystemComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostNetReceive() |
AbilitySystemComponent.h | ||
virtual void PreNetReceive() |
AbilitySystemComponent.h |
Overridden from IGameplayTaskOwnerInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual AActor * GetGameplayTaskAvatar
(
const UGameplayTask* Task |
Returns avatar actor to be used for a specific task, normally GetAvatarActor | AbilitySystemComponent.h |
Overridden from IVisualLoggerDebugSnapshotInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GrabDebugSnapshot
(
FVisualLogEntry* Snapshot |
AbilitySystemComponent.h |
Overridden from IAbilitySystemReplicationProxyInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ForceReplication () |
Force owning actor to update it's replication, to make sure that gameplay cues get sent down quickly. | AbilitySystemComponent.h | |
virtual void NetMulticast_InvokeGameplayCueAdded
(
const FGameplayTag GameplayCueTag, |
AbilitySystemComponent.h |
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virtual void NetMulticast_InvokeGameplayCueAdded_WithParams
(
const FGameplayTag GameplayCueTag, |
AbilitySystemComponent.h |
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virtual void NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec
(
const FGameplayEffectSpecForRPC& Spec, |
AbilitySystemComponent.h |
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virtual void NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams
(
const FGameplayTag GameplayCueTag, |
AbilitySystemComponent.h |
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virtual void NetMulticast_InvokeGameplayCueExecuted
(
const FGameplayTag GameplayCueTag, |
AbilitySystemComponent.h |
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virtual void NetMulticast_InvokeGameplayCueExecuted_FromSpec
(
const FGameplayEffectSpecForRPC Spec, |
Do not call these functions directly, call the wrappers on GameplayCueManager instead. | AbilitySystemComponent.h |
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virtual void NetMulticast_InvokeGameplayCueExecuted_WithParams
(
const FGameplayTag GameplayCueTag, |
AbilitySystemComponent.h |
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virtual void NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams
(
const FGameplayTagContainer GameplayCueTags, |
AbilitySystemComponent.h |
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virtual void NetMulticast_InvokeGameplayCuesExecuted
(
const FGameplayTagContainer GameplayCueTags, |
AbilitySystemComponent.h |
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virtual void NetMulticast_InvokeGameplayCuesExecuted_WithParams
(
const FGameplayTagContainer GameplayCueTags, |
AbilitySystemComponent.h |
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Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddGameplayCue_Internal
(
const FGameplayTag GameplayCueTag, |
AbilitySystemComponent.h | ||
virtual void AddGameplayCue_Internal
(
const FGameplayTag GameplayCueTag, |
Internal gameplay cue functions. | AbilitySystemComponent.h | |
void AddReplicatedInstancedAbility
(
UGameplayAbility* GameplayAbility |
Add a gameplay ability associated to this component | AbilitySystemComponent.h | |
void AnimMontage_UpdateForcedPlayFlags
(
FGameplayAbilityRepAnimMontage& OutRepAnimMontageInfo |
Copy over playing flags for duplicate animation data | AbilitySystemComponent.h | |
void AnimMontage_UpdateReplicatedData
(
FGameplayAbilityRepAnimMontage& OutRepAnimMontageInfo |
AbilitySystemComponent.h | ||
void AnimMontage_UpdateReplicatedData () |
Copy LocalAnimMontageInfo into RepAnimMontageInfo | AbilitySystemComponent.h | |
virtual void CancelAbilitySpec
(
FGameplayAbilitySpec& Spec, |
Cancel a specific ability spec | AbilitySystemComponent.h | |
void CheckDurationExpired
(
FActiveGameplayEffectHandle Handle |
AbilitySystemComponent.h | ||
void CheckForClearedAbilities () |
Called from ClearAbility, ClearAllAbilities or OnRep. | AbilitySystemComponent.h | |
void ClientActivateAbilityFailed
(
FGameplayAbilitySpecHandle AbilityToActivate, |
AbilitySystemComponent.h |
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void ClientActivateAbilitySucceed
(
FGameplayAbilitySpecHandle AbilityToActivate, |
AbilitySystemComponent.h |
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void ClientActivateAbilitySucceedWithEventData
(
FGameplayAbilitySpecHandle AbilityToActivate, |
AbilitySystemComponent.h |
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void ClientCancelAbility
(
FGameplayAbilitySpecHandle AbilityToCancel, |
AbilitySystemComponent.h |
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void ClientEndAbility
(
FGameplayAbilitySpecHandle AbilityToEnd, |
AbilitySystemComponent.h |
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void ClientTryActivateAbility
(
FGameplayAbilitySpecHandle AbilityToActivate |
AbilitySystemComponent.h |
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virtual UGameplayAbility * CreateNewInstanceOfAbility
(
FGameplayAbilitySpec& Spec, |
Creates a new instance of an ability, storing it in the spec | AbilitySystemComponent.h | |
void DebugCyclicAggregatorBroadcasts
(
FAggregator* Aggregator |
AbilitySystemComponent.h | ||
void ExecuteGameplayEffect
(
FGameplayEffectSpec& Spec, |
AbilitySystemComponent.h | ||
void ExecutePeriodicEffect
(
FActiveGameplayEffectHandle Handle |
AbilitySystemComponent.h | ||
TArray< TObjectPtr< UGameplayTask > > & GetAbilityActiveTasks
(
UGameplayAbility* Ability |
AbilitySystemComponent.h | ||
const UAttributeSet * GetAttributeSubobject
(
const TSubclassOf< UAttributeSet > AttributeClass |
AbilitySystemComponent.h | ||
const UAttributeSet * GetAttributeSubobjectChecked
(
const TSubclassOf< UAttributeSet > AttributeClass |
AbilitySystemComponent.h | ||
const TArray< uint8 > & GetBlockedAbilityBindings() |
AbilitySystemComponent.h | ||
TArray< uint8 > & GetBlockedAbilityBindings_Mutable() |
AbilitySystemComponent.h | ||
const FMinimalReplicationTagCountMap & GetMinimalReplicationTags() |
AbilitySystemComponent.h | ||
FMinimalReplicationTagCountMap & GetMinimalReplicationTags_Mutable() |
AbilitySystemComponent.h | ||
const UAttributeSet * GetOrCreateAttributeSubobject
(
TSubclassOf< UAttributeSet > AttributeClass |
AbilitySystemComponent.h | ||
const FGameplayAbilityRepAnimMontage & GetRepAnimMontageInfo() |
AbilitySystemComponent.h | ||
FGameplayAbilityRepAnimMontage & GetRepAnimMontageInfo_Mutable() |
AbilitySystemComponent.h | ||
PRAGMA_DISABLE_DEPRECATION_WARNINGS const TArray< UGameplayAbility * > & GetReplicatedInstancedAbilities() |
Full list of all instance-per-execution gameplay abilities associated with this component | AbilitySystemComponent.h | |
const FMinimalReplicationTagCountMap & GetReplicatedLooseTags() |
AbilitySystemComponent.h | ||
FMinimalReplicationTagCountMap & GetReplicatedLooseTags_Mutable() |
AbilitySystemComponent.h | ||
bool HasNetworkAuthorityToActivateTriggeredAbility
(
const FGameplayAbilitySpec& Spec |
Returns true if the specified ability should be activated from an event in this network mode | AbilitySystemComponent.h | |
bool HasNetworkAuthorityToApplyGameplayEffect
(
FPredictionKey PredictionKey |
AbilitySystemComponent.h | ||
virtual void InternalServerTryActivateAbility
(
FGameplayAbilitySpecHandle AbilityToActivate, |
Implementation of ServerTryActivateAbility | AbilitySystemComponent.h | |
virtual bool IsReadyForReplicatedMontage() |
Returns true if we are ready to handle replicated montage information | AbilitySystemComponent.h | |
virtual void MonitoredTagChanged
(
const FGameplayTag Tag, |
Callback that is called when an owned tag bound to an ability changes | AbilitySystemComponent.h | |
void NotifyTagMap_StackCountChange
(
const FGameplayTagContainer& Container |
AbilitySystemComponent.h | ||
void OnCaughtUpActiveGameplayEffect
(
FActiveGameplayEffectHandle Handle, |
AbilitySystemComponent.h | ||
void OnClientActivateAbilityCaughtUp
(
FGameplayAbilitySpecHandle AbilityToActivate, |
AbilitySystemComponent.h | ||
virtual void OnGiveAbility
(
FGameplayAbilitySpec& AbilitySpec |
Will be called from GiveAbility or from OnRep. | AbilitySystemComponent.h | |
virtual void OnImmunityBlockGameplayEffect
(
const FGameplayEffectSpec& Spec, |
AbilitySystemComponent.h | ||
void OnPredictiveGameplayEffectStackCaughtUp
(
FActiveGameplayEffectHandle Handle |
AbilitySystemComponent.h | ||
void OnPredictiveMontageRejected
(
UAnimMontage* PredictiveMontage |
Called when a prediction key that played a montage is rejected | AbilitySystemComponent.h | |
void OnRejectedActiveGameplayEffect
(
FActiveGameplayEffectHandle Handle, |
AbilitySystemComponent.h | ||
virtual void OnRemoveAbility
(
FGameplayAbilitySpec& AbilitySpec |
Will be called from RemoveAbility or from OnRep. Unbinds inputs with the given ability | AbilitySystemComponent.h | |
virtual void OnRep_ActivateAbilities() |
AbilitySystemComponent.h | ||
virtual void OnRep_ReplicatedAnimMontage() |
Replicated Event for AnimMontages | AbilitySystemComponent.h | |
virtual void OnTagUpdated
(
const FGameplayTag& Tag, |
AbilitySystemComponent.h | ||
void RemoteEndOrCancelAbility
(
FGameplayAbilitySpecHandle AbilityToEnd, |
Called by ServerEndAbility and ClientEndAbility; avoids code duplication. | AbilitySystemComponent.h | |
void RemoveActiveGameplayEffect_AllowClientRemoval
(
FActiveGameplayEffectHandle Handle, |
A version of RemoveActiveGameplayEffect that allows us to remove it even when we don't have authority | AbilitySystemComponent.h | |
void RemoveAllReplicatedInstancedAbilities() |
Unregister all the gameplay abilities of this component | AbilitySystemComponent.h | |
virtual void RemoveGameplayCue_Internal
(
const FGameplayTag GameplayCueTag, |
AbilitySystemComponent.h | ||
void RemoveReplicatedInstancedAbility
(
UGameplayAbility* GameplayAbility |
Remove a gameplay ability associated to this component | AbilitySystemComponent.h | |
void ResetTagMap() |
AbilitySystemComponent.h | ||
void ServerCancelAbility
(
FGameplayAbilitySpecHandle AbilityToCancel, |
AbilitySystemComponent.h |
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void ServerCurrentMontageJumpToSectionName
(
UAnimSequenceBase* ClientAnimation, |
RPC function called from CurrentMontageJumpToSection, replicates to other clients | AbilitySystemComponent.h |
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void ServerCurrentMontageSetNextSectionName
(
UAnimSequenceBase* ClientAnimation, |
RPC function called from CurrentMontageSetNextSectionName, replicates to other clients | AbilitySystemComponent.h |
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void ServerCurrentMontageSetPlayRate
(
UAnimSequenceBase* ClientAnimation, |
RPC function called from CurrentMontageSetPlayRate, replicates to other clients | AbilitySystemComponent.h |
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void ServerEndAbility
(
FGameplayAbilitySpecHandle AbilityToEnd, |
AbilitySystemComponent.h |
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void ServerTryActivateAbility
(
FGameplayAbilitySpecHandle AbilityToActivate, |
AbilitySystemComponent.h |
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void ServerTryActivateAbilityWithEventData
(
FGameplayAbilitySpecHandle AbilityToActivate, |
AbilitySystemComponent.h |
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void SetBlockedAbilityBindings
(
const TArray< uint8 >& NewBlockedAbilityBindings |
AbilitySystemComponent.h | ||
void SetMinimalReplicationTags
(
const FMinimalReplicationTagCountMap& NewMinimalReplicationTags |
AbilitySystemComponent.h | ||
void SetNumericAttribute_Internal
(
const FGameplayAttribute& Attribute, |
Actually pushes the final attribute value to the attribute set's property. | AbilitySystemComponent.h | |
void SetRepAnimMontageInfo
(
const FGameplayAbilityRepAnimMontage& NewRepAnimMontageInfo |
AbilitySystemComponent.h | ||
void UpdateActiveGameplayEffectsReplicationCondition() |
AbilitySystemComponent.h | ||
void UpdateMinimalReplicationGameplayCuesCondition() |
AbilitySystemComponent.h | ||
void UpdateTagMap_Internal
(
const FGameplayTagContainer& Container, |
AbilitySystemComponent.h | ||
void UpdateTagMapSingle_Internal
(
const FGameplayTag& Tag, |
AbilitySystemComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
AbilitySystemComponent.h | ||
virtual void GetReplicatedCustomConditionState
(
FCustomPropertyConditionState& OutActiveState |
AbilitySystemComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FGameplayEffectAttributeCaptureDefinition & GetIncomingDurationCapture() |
AbilitySystemComponent.h | ||
static FProperty * GetIncomingDurationProperty() |
AbilitySystemComponent.h | ||
static const FGameplayEffectAttributeCaptureDefinition & GetOutgoingDurationCapture() |
AbilitySystemComponent.h | ||
static FProperty * GetOutgoingDurationProperty() |
AbilitySystemComponent.h | ||
static void OnShowDebugInfo
(
AHUD* HUD, |
AbilitySystemComponent.h |