Navigation
API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/UAbilitySystemComponent
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemComponent.h |
| Include | #include "AbilitySystemComponent.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent.cpp |
UFUNCTION&40;BlueprintCallable, BlueprintAuthorityOnly, Category&61;GameplayEffects&41;
virtual void SetActiveGameplayEffectLevelUsingQuery
&40;
FGameplayEffectQuery Query,
int32 NewLevel
&41;
Remarks
Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying