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API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UActorComponent
- UGameplayTasksComponent
- UAbilitySystemComponent
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemComponent.h |
| Include | #include "AbilitySystemComponent.h" |
Syntax
UCLASS&40;ClassGroup&61;AbilitySystem,
HideCategories&61;&40;Object, LOD, Lighting, Transform, Sockets, TextureStreaming&41;,
EditInlineNew, Meta&61;&40;BlueprintSpawnableComponent&41;&41;
class UAbilitySystemComponent :
public UGameplayTasksComponent,
public IGameplayTagAssetInterface,
public IAbilitySystemReplicationProxyInterface
Remarks
The core ActorComponent for interfacing with the GameplayAbilities System
Variables
| Type | Name | Description | |
|---|---|---|---|
| FGenericAbilityDelegate | AbilityActivatedCallbacks | A generic callback anytime an ability is activated (started) | |
| TSharedPtr< FGameplayAbilityActorInfo > | AbilityActorInfo | Cached off data about the owning actor that abilities will need to frequently access (movement component, mesh component, anim instance, etc) | |
| FGenericAbilityDelegate | AbilityCommittedCallbacks | A generic callback anytime an ability is committed (cost/cooldown applied) | |
| FAbilityEnded | AbilityEndedCallbacks | Callback anytime an ability is ended | |
| FAbilityFailedDelegate | AbilityFailedCallbacks | Called with a failure reason when an ability fails to activate | |
| float | AbilityLastActivatedTime | Local World time of the last ability activation. This is used for AFK/idle detection | |
| TArray< FAbilityListLockActiveChange * > | AbilityListLockActiveChanges | ||
| TArray< FGameplayAbilitySpec, TInlineAllocator< 2 > > | AbilityPendingAdds | ||
| TArray< FGameplayAbilitySpecHandle, TInlineAllocator< 2 > > | AbilityPendingRemoves | ||
| int32 | AbilityScopeLockCount | ||
| FAbilitySpecDirtied | AbilitySpecDirtiedCallbacks | Called when an ability spec's internals have changed | |
| FGameplayAbilityReplicatedDataContainer | AbilityTargetDataMap | Maps from an ability spec to the target data. Used to track replicated data and callbacks | |
| FGameplayAbilitySpecContainer | ActivatableAbilities | The abilities we can activate. | |
| FActiveGameplayCueContainer | ActiveGameplayCues | List of all active gameplay cues, including ones applied manually | |
| FActiveGameplayEffectsContainer | ActiveGameplayEffects | Contains all of the gameplay effects that are currently active on this component | |
| FName | AffectedAnimInstanceTag | The linked Anim Instance that this component will play montages in. | |
| bool | bCachedIsNetSimulated | Cached value of rather this is a simulated actor | |
| FGameplayTagCountContainer | BlockedAbilityTags | Abilities with these tags are not able to be activated | |
| bool | bPendingMontageRep | Set if montage rep happens while we don't have the animinstance associated with us yet | |
| bool | bSuppressGameplayCues | Suppress all GameplayCues on this component | |
| bool | bSuppressGrantAbility | Suppress all ability granting through GEs on this component | |
| int32 | ClientActivateAbilityFailedCountRecent | ||
| float | ClientActivateAbilityFailedStartTime | ||
| TArray< FAttributeDefaults > | DefaultStartingData | ||
| TArray< FGameplayEffectApplicationQuery > | GameplayEffectApplicationQueries | We allow users to setup a series of functions that must be true in order to allow a GameplayEffect to be applied | |
| TArray< TPair< FGameplayTagContainer, FGameplayEventTagMulticastDelegate > > | GameplayEventTagContainerDelegates | List of gameplay tag container filters, and the delegates they call | |
| TMap< FGameplayTag, TArray< FGameplayAbilitySpecHandle > > | GameplayEventTriggeredAbilities | Abilities that are triggered from a gameplay event | |
| FGameplayTagCountContainer | GameplayTagCountContainer | Acceleration map for all gameplay tags (OwnedGameplayTags from GEs and explicit GameplayCueTags) | |
| int32 | GenericCancelInputID | ||
| int32 | GenericConfirmInputID | InputID for binding GenericConfirm/Cancel events | |
| TMap< FGameplayTag, FGameplayEventMulticastDelegate > | GenericGameplayEventCallbacks | Callbacks bound to Gameplay tags, these only activate if the exact tag is used. | |
| FAbilityConfirmOrCancel | GenericLocalCancelCallbacks | Generic local callback for generic CancelEvent that any ability can listen to | |
| FAbilityConfirmOrCancel | GenericLocalConfirmCallbacks | Generic local callback for generic ConfirmEvent that any ability can listen to | |
| float | IncomingDuration | Internal Attribute that modifies the duration of gameplay effects applied to this component | |
| InputID | |||
| * | int32 | ||
| FGameplayTagContainer | InternalTryActivateAbilityFailureTags | Failure tags used by InternalTryActivateAbility (E.g., this stores the FailureTags of the last call to InternalTryActivateAbility | |
| FGameplayAbilityLocalAnimMontage | LocalAnimMontageInfo | Data structure for montages that were instigated locally (everything if server, predictive if client. replicated if simulated proxy) | |
| TArray< FServerAbilityRPCBatch, TInlineAllocator< 1 > > | LocalServerAbilityRPCBatchData | Accumulated client side data that is batched out to server on EndServerAbilityRPCBatch | |
| FActiveGameplayCueContainer | MinimalReplicationGameplayCues | Replicated gameplaycues when in minimal replication mode. | |
| FGameplayAbilityEndedDelegate | OnAbilityEnded | Callback anytime an ability is ended, with extra information | |
| FOnGameplayEffectAppliedDelegate | OnActiveGameplayEffectAddedDelegateToSelf | Called on both client and server whenever a duraton based GE is added (E.g., instant GEs do not trigger this). | |
| FOnGameplayEffectAppliedDelegate | OnGameplayEffectAppliedDelegateToSelf | Called on server whenever a GE is applied to self. This includes instant and duration based GEs. | |
| FOnGameplayEffectAppliedDelegate | OnGameplayEffectAppliedDelegateToTarget | Called on server whenever a GE is applied to someone else. | |
| FImmunityBlockGE | OnImmunityBlockGameplayEffectDelegate | Immunity notification support | |
| FOnGameplayEffectAppliedDelegate | OnPeriodicGameplayEffectExecuteDelegateOnSelf | Called on server whenever a periodic GE executes on self | |
| FOnGameplayEffectAppliedDelegate | OnPeriodicGameplayEffectExecuteDelegateOnTarget | Called on server whenever a periodic GE executes on target | |
| float | OutgoingDuration | System Attributes | |
| TMap< FGameplayTag, TArray< FGameplayAbilitySpecHandle > > | OwnedTagTriggeredAbilities | Abilities that are triggered from a tag being added to the owner | |
| TArray< FPendingAbilityInfo > | PendingServerActivatedAbilities | This is a list of GameplayAbilities that were activated on the server and can't yet execute on the client. | |
| FReplicatedPredictionKeyMap | ReplicatedPredictionKeyMap | PredictionKeys, see more info in GameplayPrediction.h. | |
| EGameplayEffectReplicationMode | ReplicationMode | How gameplay effects are replicated | |
| bool | ReplicationProxyEnabled | When enabled GameplayCue RPCs will be routed through the AvatarActor's IAbilitySystemReplicationProxyInterface rather than this component | |
| FPredictionKey | ScopedPredictionKey | Current prediction key, set with FScopedPredictionWindow | |
| TArray< TObjectPtr< AGameplayAbilityTargetActor > > | SpawnedTargetActors | List of currently active targeting actors | |
| bool | UserAbilityActivationInhibited | Rather activation is currently inhibited |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAbilitySystemComponent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AbilityLocalInputPressed
(
int32 InputID |
Called to handle ability bind input | |
| void | AbilityLocalInputReleased
(
int32 InputID |
||
| FSimpleMulticastDelegate & | AbilityReplicatedEventDelegate
(
EAbilityGenericReplicatedEvent::Type EventType, |
Returns Generic Replicated Event for a given Ability/PredictionKey pair | |
| void | AbilitySpecInputPressed
(
FGameplayAbilitySpec& Spec |
Called on local player always. | |
| void | AbilitySpecInputReleased
(
FGameplayAbilitySpec& Spec |
Called on local player always. | |
| FSimpleMulticastDelegate & | AbilityTargetDataCancelledDelegate
(
FGameplayAbilitySpecHandle AbilityHandle, |
Returns TargetData Cancelled delegate for a given Ability/PredictionKey pair | |
| FAbilityTargetDataSetDelegate & | AbilityTargetDataSetDelegate
(
FGameplayAbilitySpecHandle AbilityHandle, |
Returns TargetDataSet delegate for a given Ability/PredictionKey pair | |
| void | |||
| const T * | AddAttributeSetSubobject
(
T* Subobject |
Manually add a new attribute set that is a subobject of this ability system component. | |
| void | AddGameplayCue
(
const FGameplayTag GameplayCueTag, |
||
| void | AddGameplayCue
(
const FGameplayTag GameplayCueTag, |
Add a persistent gameplay cue | |
| void | AddGameplayCue_Internal
(
const FGameplayTag GameplayCueTag, |
Internal gameplay cue functions. | |
| void | AddGameplayCue_Internal
(
const FGameplayTag GameplayCueTag, |
Internal gameplay cue functions. | |
| void | AddGameplayCue_MinimalReplication
(
const FGameplayTag GameplayCueTag, |
Add gameplaycue for minimal replication mode. | |
| FDelegateHandle | AddGameplayEventTagContainerDelegate
(
const FGameplayTagContainer& TagFilter, |
Adds a new delegate to call when gameplay events happen. | |
| void | AddLooseGameplayTag
(
const FGameplayTag& GameplayTag, |
Allows GameCode to add loose gameplaytags which are not backed by a GameplayEffect. | |
| void | AddLooseGameplayTags
(
const FGameplayTagContainer& GameplayTags, |
||
| void | AddMinimalReplicationGameplayTag
(
const FGameplayTag& GameplayTag |
Minimally replicated tags are replicated tags that come from GEs when in bMinimalReplication mode. | |
| void | AddMinimalReplicationGameplayTags
(
const FGameplayTagContainer& GameplayTags |
||
| void | AddReplicatedInstancedAbility
(
UGameplayAbility* GameplayAbility |
Add a gameplay ability associated to this component | |
| void | AddReplicatedLooseGameplayTag
(
const FGameplayTag& GameplayTag |
Allows GameCode to add loose gameplaytags which are not backed by a GameplayEffect. | |
| void | AddReplicatedLooseGameplayTags
(
const FGameplayTagContainer& GameplayTags |
||
| const T * | AddSet () |
Adds a new AttributeSet (initialized to default values) | |
| void | AddSpawnedAttribute
(
UAttributeSet* Attribute |
Add a new attribute set | |
| void | AnimMontage_UpdateForcedPlayFlags
(
FGameplayAbilityRepAnimMontage& OutRepAnimMontageInfo |
Copy over playing flags for duplicate animation data | |
| void | AnimMontage_UpdateReplicatedData
(
FGameplayAbilityRepAnimMontage& OutRepAnimMontageInfo |
Copy LocalAnimMontageInfo into RepAnimMontageInfo | |
| void | Copy LocalAnimMontageInfo into RepAnimMontageInfo | ||
| void | ApplyAbilityBlockAndCancelTags
(
const FGameplayTagContainer& AbilityTags, |
Called from ability activation or native code, will apply the correct ability blocking tags and cancel existing abilities. | |
| FActiveGameplayEffectHandle | ApplyGameplayEffectSpecToSelf
(
const FGameplayEffectSpec& GameplayEffect, |
||
| FActiveGameplayEffectHandle | ApplyGameplayEffectSpecToTarget
(
const FGameplayEffectSpec& GameplayEffect, |
||
| 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 | |
| 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 | |
| void | ApplyModToAttribute
(
const FGameplayAttribute& Attribute, |
Applies an in-place mod to the given attribute. | |
| void | ApplyModToAttributeUnsafe
(
const FGameplayAttribute& Attribute, |
Applies an inplace mod to the given attribute. | |
| bool | AreAbilityTagsBlocked
(
const FGameplayTagContainer& Tags |
Returns true if any passed in tags are blocked | |
| void | BeginServerAbilityRPCBatch
(
FGameplayAbilitySpecHandle AbilityHandle |
||
| void | BindAbilityActivationToInputComponent
(
UInputComponent* InputComponent, |
Bind to an input component with customized bindings | |
| void | BindToInputComponent
(
UInputComponent* InputComponent |
Bind to an input component with some default action names | |
| void | BlockAbilitiesWithTags
(
const FGameplayTagContainer& Tags |
Block or cancel blocking for specific ability tags | |
| void | BlockAbilityByInputID
(
int32 InputID |
Block or cancel blocking for specific input IDs | |
| FActiveGameplayEffectHandle | BP_ApplyGameplayEffectSpecToSelf
(
const FGameplayEffectSpecHandle& SpecHandle |
Applies a previously created gameplay effect spec to this component | |
| FActiveGameplayEffectHandle | BP_ApplyGameplayEffectSpecToTarget
(
const FGameplayEffectSpecHandle& SpecHandle, |
GameplayEffects: Primary outward facing API for other systems | |
| FActiveGameplayEffectHandle | BP_ApplyGameplayEffectToSelf
(
TSubclassOf< UGameplayEffect > GameplayEffectClass, |
Apply a gameplay effect to self | |
| FActiveGameplayEffectHandle | BP_ApplyGameplayEffectToTarget
(
TSubclassOf< UGameplayEffect > GameplayEffectClass, |
Additional Helper Functions Apply a gameplay effect to passed in target | |
| FGameplayAbilitySpec | BuildAbilitySpecFromClass
(
TSubclassOf< UGameplayAbility > AbilityClass, |
Build a simple FGameplayAbilitySpec from class, level and optional Input ID | |
| void | Caches the flags that indicate whether this component has network authority. | ||
| void | CallAllReplicatedDelegatesIfSet
(
FGameplayAbilitySpecHandle AbilityHandle, |
Calls any Replicated delegates that have been sent (TargetData or Generic Replicated Events). | |
| bool | CallOrAddReplicatedDelegate
(
EAbilityGenericReplicatedEvent::Type EventType, |
Calls passed in delegate if the Client Event has already been sent. | |
| bool | CallReplicatedEventDelegateIfSet
(
EAbilityGenericReplicatedEvent::Type EventType, |
Calls a given Generic Replicated Event delegate if the event has already been sent | |
| bool | CallReplicatedTargetDataDelegatesIfSet
(
FGameplayAbilitySpecHandle AbilityHandle, |
Calls the TargetData Confirm/Cancel events if they have been sent. | |
| void | CallServerEndAbility
(
FGameplayAbilitySpecHandle AbilityToEnd, |
||
| void | CallServerSetReplicatedTargetData
(
FGameplayAbilitySpecHandle AbilityHandle, |
||
| void | CallServerTryActivateAbility
(
FGameplayAbilitySpecHandle AbilityToActivate, |
Batching client->server RPCs This is a WIP feature to batch up client->server communication. | |
| bool | CanApplyAttributeModifiers
(
const UGameplayEffect* GameplayEffect, |
Tests if all modifiers in this GameplayEffect will leave the attribute > 0.f | |
| void | CancelAbilities
(
const FGameplayTagContainer* WithTags, |
Cancel all abilities with the specified tags. Will not cancel the Ignore instance | |
| void | CancelAbility
(
UGameplayAbility* Ability |
Ability Cancelling/Interrupts Cancels the specified ability CDO. | |
| void | CancelAbilityHandle
(
const FGameplayAbilitySpecHandle& AbilityHandle |
Cancels the ability indicated by passed in spec handle. | |
| void | CancelAbilitySpec
(
FGameplayAbilitySpec& Spec, |
Cancel a specific ability spec | |
| void | CancelAbilityTargetData
(
FGameplayAbilitySpecHandle AbilityHandle, |
Cancels the ability target data and calls callbacks | |
| void | CancelAllAbilities
(
UGameplayAbility* Ignore |
Cancels all abilities regardless of tags. Will not cancel the ignore instance | |
| bool | CanPredict () |
Do we have a valid prediction key to do more predictive actions with | |
| void | CaptureAttributeForGameplayEffect
(
FGameplayEffectAttributeCaptureSpec& OutCaptureSpec |
Populate the specified capture spec with the data necessary to capture an attribute from the component | |
| void | CheckDurationExpired
(
FActiveGameplayEffectHandle Handle |
||
| void | Called from ClearAbility, ClearAllAbilities or OnRep. | ||
| FString | CleanupName
(
FString Str |
||
| void | ClearAbility
(
const FGameplayAbilitySpecHandle& Handle |
Removes the specified ability. This will be ignored if the actor is not authoritative. | |
| void | ClearAbilityReplicatedDataCache
(
FGameplayAbilitySpecHandle Handle, |
||
| void | This is called when the actor that is initialized to this system dies, this will clear that actor from this system and FGameplayAbilityActorInfo | ||
| void | Wipes all 'given' abilities. This will be ignored if the actor is not authoritative. | ||
| void | ClearAllAbilitiesWithInputID
(
int32 InputID |
Clears all abilities bound to a given Input ID This will be ignored if the actor is not authoritative | |
| void | ClearAnimatingAbility
(
UGameplayAbility* Ability |
Clear the animating ability that is passed in, if it's still currently animating | |
| void | |||
| void | ClientActivateAbilityFailed
(
FGameplayAbilitySpecHandle AbilityToActivate, |
||
| void | ClientActivateAbilitySucceed
(
FGameplayAbilitySpecHandle AbilityToActivate, |
||
| void | ClientActivateAbilitySucceedWithEventData
(
FGameplayAbilitySpecHandle AbilityToActivate, |
||
| void | ClientCancelAbility
(
FGameplayAbilitySpecHandle AbilityToCancel, |
||
| void | ClientEndAbility
(
FGameplayAbilitySpecHandle AbilityToEnd, |
||
| void | ClientPrintDebug_Response
(
const TArray< FString >& Strings, |
||
| void | ClientSetReplicatedEvent
(
EAbilityGenericReplicatedEvent::Type EventType, |
Replicates the Generic Replicated Event to the client. | |
| void | ClientTryActivateAbility
(
FGameplayAbilitySpecHandle AbilityToActivate |
||
| void | ConfirmAbilityTargetData
(
FGameplayAbilitySpecHandle AbilityHandle, |
Sets the current target data and calls applicable callbacks | |
| void | ConsumeAllReplicatedData
(
FGameplayAbilitySpecHandle AbilityHandle, |
Deletes all cached ability client data (Was: ConsumeAbilityTargetData) | |
| void | ConsumeClientReplicatedTargetData
(
FGameplayAbilitySpecHandle AbilityHandle, |
Consumes cached TargetData from client (only TargetData) | |
| void | ConsumeGenericReplicatedEvent
(
EAbilityGenericReplicatedEvent::Type EventType, |
Consumes the given Generic Replicated Event (unsets it). | |
| UGameplayAbility * | CreateNewInstanceOfAbility
(
FGameplayAbilitySpec& Spec, |
Creates a new instance of an ability, storing it in the spec | |
| void | CurrentMontageJumpToSection
(
FName SectionName |
Jumps current montage to given section. | |
| void | CurrentMontageSetNextSectionName
(
FName FromSectionName, |
Sets current montages next section name. | |
| void | CurrentMontageSetPlayRate
(
float InPlayRate |
Sets current montage's play rate | |
| void | CurrentMontageStop
(
float OverrideBlendOutTime |
Stops whatever montage is currently playing. | |
| void | |||
| void | DebugCyclicAggregatorBroadcasts
(
FAggregator* Aggregator |
||
| void | DebugLine
(
FAbilitySystemComponentDebugInfo& Info, |
||
| void | |||
| void | Cancels all abilities and kills any remaining instanced abilities | ||
| void | DisplayDebug
(
UCanvas* Canvas, |
||
| void | EndServerAbilityRPCBatch
(
FGameplayAbilitySpecHandle AbilityHandle |
||
| void | ExecuteGameplayCue
(
const FGameplayTag GameplayCueTag, |
GameplayCues can also come on their own. | |
| void | ExecuteGameplayCue
(
const FGameplayTag GameplayCueTag, |
||
| void | ExecuteGameplayEffect
(
FGameplayEffectSpec& Spec, |
||
| void | ExecutePeriodicEffect
(
FActiveGameplayEffectHandle Handle |
||
| FGameplayAbilitySpec * | FindAbilitySpecFromClass
(
TSubclassOf< UGameplayAbility > InAbilityClass |
Returns an ability spec corresponding to given ability class. | |
| FGameplayAbilitySpec * | Returns an ability spec from a handle. If modifying call MarkAbilitySpecDirty | ||
| FGameplayAbilitySpec * | FindAbilitySpecFromInputID
(
int32 InputID |
Returns an ability spec from a handle. If modifying call MarkAbilitySpecDirty | |
| FActiveGameplayEffectHandle | Gets the GE Handle of the GE that granted the passed in Ability | ||
| void | FindAllAbilitiesMatchingQuery
(
TArray< FGameplayAbilitySpecHandle >& OutAbilityHandles, |
Returns an array with all abilities that match the provided Gameplay Tag Query | |
| void | FindAllAbilitiesWithInputID
(
TArray< FGameplayAbilitySpecHandle >& OutAbilityHandles, |
Returns an array with all abilities bound to an Input ID value | |
| void | FindAllAbilitiesWithTags
(
TArray< FGameplayAbilitySpecHandle >& OutAbilityHandles, |
Returns an array with all abilities that match the provided tags | |
| void | FindAllAbilitySpecsFromInputID
(
int32 InputID, |
Returns all abilities with the given InputID | |
| void | Replication | ||
| void | ForceCancelAbilityDueToReplication
(
UGameplayAbility* Instance |
Force cancels the ability and does not replicate this to the other side. | |
| TArray< TObjectPtr< UGameplayTask > > & | GetAbilityActiveTasks
(
UGameplayAbility* Ability |
||
| float | Returns local world time that an ability was activated. | ||
| const TArray< FGameplayAbilitySpec > & | Functions meant to be called from GameplayAbility and subclasses, but not meant for general use | ||
| TArray< FGameplayAbilitySpec > & | Returns the list of all activatable abilities. | ||
| void | GetActivatableGameplayAbilitySpecsByAllMatchingTags
(
const FGameplayTagContainer& GameplayTagContainer, |
Gets all Activatable Gameplay Abilities that match all tags in GameplayTagContainer AND for which DoesAbilitySatisfyTagRequirements() is true. | |
| FActiveGameplayEffectEvents * | Returns delegate structure that allows binding to several gameplay effect changes | ||
| TArray< FActiveGameplayEffectHandle > | GetActiveEffects
(
const FGameplayEffectQuery& Query |
Returns list of active effects, for a query | |
| TArray< float > | GetActiveEffectsDuration
(
const FGameplayEffectQuery& Query |
Gets total duration for all effects that match query | |
| float | GetActiveEffectsEndTime
(
const FGameplayEffectQuery& Query |
This will give the world time that all effects matching this query will be finished. | |
| bool | GetActiveEffectsEndTimeAndDuration
(
const FGameplayEffectQuery& Query, |
Returns end time and total duration | |
| float | GetActiveEffectsEndTimeWithInstigators
(
const FGameplayEffectQuery& Query, |
This will give the world time that all effects matching this query will be finished. | |
| TArray< float > | GetActiveEffectsTimeRemaining
(
const FGameplayEffectQuery& Query |
Gets time remaining for all effects that match query | |
| TArray< TPair< float, float > > | GetActiveEffectsTimeRemainingAndDuration
(
const FGameplayEffectQuery& Query |
Gets both time remaining and total duration for all effects that match query | |
| TArray< FActiveGameplayEffectHandle > | Returns list of active effects that have all of the passed in tags | ||
| const FActiveGameplayEffect * | GetActiveGameplayEffect
(
const FActiveGameplayEffectHandle Handle |
Returns const pointer to the actual active gameplay effect structure | |
| const FActiveGameplayEffectsContainer & | Returns all active gameplay effects on this ASC | ||
| FString | Returns debug string describing active gameplay effect | ||
| int32 | GetAggregatedStackCount
(
const FGameplayEffectQuery& Query |
Returns the sum of StackCount of all gameplay effects that pass query | |
| void | GetAllAbilities
(
TArray< FGameplayAbilitySpecHandle >& OutAbilityHandles |
Returns an array with all granted ability handles NOTE: currently this doesn't include abilities that are mid-activation | |
| void | GetAllActiveGameplayEffectSpecs
(
TArray< FGameplayEffectSpec >& OutSpecCopies |
Makes a copy of all the active effects on this ability component | |
| void | GetAllAttributes
(
TArray< FGameplayAttribute >& OutAttributes |
Returns a list of all attributes for this abilty system component | |
| UGameplayAbility * | Returns the current animating ability | ||
| const UAttributeSet * | GetAttributeSet
(
TSubclassOf< UAttributeSet > AttributeSetClass |
Returns a reference to the Attribute Set instance, if one exists in this component | |
| const UAttributeSet * | GetAttributeSubobject
(
const TSubclassOf< UAttributeSet > AttributeClass |
||
| const UAttributeSet * | GetAttributeSubobjectChecked
(
const TSubclassOf< UAttributeSet > AttributeClass |
||
| AActor * | Returns the avatar actor for this component | ||
| AActor * | |||
| const TArray< uint8 > & | |||
| TArray< uint8 > & | |||
| void | GetBlockedAbilityTags
(
FGameplayTagContainer& TagContainer |
Fills TagContainer with BlockedAbilityTags | |
| const TArray< FString > & | |||
| TArray< FString > & | |||
| UAnimMontage * | Returns montage that is currently playing | ||
| int32 | Get SectionID of currently playing AnimMontage | ||
| float | Get length in time of current section | ||
| FName | Get SectionName of currently playing AnimMontage | ||
| float | Returns amount of time left in current section | ||
| 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 | |
| int32 | GetCurrentStackCount
(
FActiveGameplayEffectHandle Handle |
Returns current stack count of an already applied GE | |
| FGameplayEffectContextHandle | Retrieves the EffectContext of the GameplayEffect of the active GameplayEffect. | ||
| float | GetFilteredAttributeValue
(
const FGameplayAttribute& Attribute, |
Returns an attribute value, after applying tag filters | |
| float | GetGameplayAttributeValue
(
FGameplayAttribute Attribute, |
Returns the current value of the given gameplay attribute, or zero if the attribute is not found. | |
| FOnGameplayAttributeValueChange & | GetGameplayAttributeValueChangeDelegate
(
FGameplayAttribute Attribute |
Register for when an attribute value changes | |
| const UGameplayEffect * | GetGameplayEffectCDO
(
const FActiveGameplayEffectHandle Handle |
Returns a const pointer to the gameplay effect CDO associated with an active handle. | |
| int32 | GetGameplayEffectCount
(
TSubclassOf< UGameplayEffect > SourceGameplayEffect, |
Get the count of the specified source effect on the ability system component. | |
| int32 | GetGameplayEffectCount_IfLoaded
(
TSoftClassPtr< UGameplayEffect > SoftSourceGameplayEffect, |
Get the count of the specified source effect on the ability system component. | |
| const UGameplayEffect * | Gets the FActiveGameplayEffect based on the passed in Handle | ||
| float | Returns the total duration of a gameplay effect | ||
| float | GetGameplayEffectMagnitude
(
FActiveGameplayEffectHandle Handle, |
Raw accessor to ask the magnitude of a gameplay effect, not necessarily always correct. | |
| const FGameplayTagContainer * | Get the source tags from the gameplay spec represented by the specified handle, if possible | ||
| void | GetGameplayEffectStartTimeAndDuration
(
FActiveGameplayEffectHandle Handle, |
Return start time and total duration of a gameplay effect | |
| const FGameplayTagContainer * | Get the target tags from the gameplay spec represented by the specified handle, if possible | ||
| int32 | GetGameplayTagCount
(
FGameplayTag GameplayTag |
Returns the current count of the given gameplay tag. | |
| const FGameplayEffectAttributeCaptureDefinition & | |||
| FProperty * | |||
| const FMinimalReplicationTagCountMap & | |||
| FMinimalReplicationTagCountMap & | |||
| int32 | Returns the number of gameplay effects that are currently active on this ability system component | ||
| float | GetNumericAttribute
(
const FGameplayAttribute& Attribute |
Returns current (final) value of an attribute | |
| float | GetNumericAttributeBase
(
const FGameplayAttribute& Attribute |
Gets the base value of an attribute. That is, the value of the attribute with no stateful modifiers | |
| float | GetNumericAttributeChecked
(
const FGameplayAttribute& Attribute |
Returns current (final) value of an attribute | |
| const UAttributeSet * | GetOrCreateAttributeSubobject
(
TSubclassOf< UAttributeSet > AttributeClass |
||
| const FGameplayEffectAttributeCaptureDefinition & | |||
| FProperty * | |||
| AActor * | |||
| FPredictionKey | Returns the prediction key that should be used for any actions | ||
| const FGameplayAbilityRepAnimMontage & | |||
| FGameplayAbilityRepAnimMontage & | |||
| FAbilityReplicatedData | GetReplicatedDataOfGenericReplicatedEvent
(
EAbilityGenericReplicatedEvent::Type EventType, |
Gets replicated data of the given Generic Replicated Event. | |
| PRAGMA_DISABLE_DEPRECATION_WARNINGS const TArray< UGameplayAbility * > & | Full list of all instance-per-execution gameplay abilities associated with this component | ||
| const FMinimalReplicationTagCountMap & | |||
| FMinimalReplicationTagCountMap & | |||
| IAbilitySystemReplicationProxyInterface * | Who to route replication through if ReplicationProxyEnabled (if this returns null, when ReplicationProxyEnabled, we wont replicate) | ||
| const TArray< FString > & | |||
| TArray< FString > & | |||
| const T * | GetSet () |
AttributesFinds existing AttributeSet | |
| const T * | Finds existing AttributeSet. Asserts if it isn't there. | ||
| const TArray< UAttributeSet * > & | Access the spawned attributes list when you don't intend to modify the list. | ||
| int32 | GetTagCount
(
FGameplayTag TagToCheck |
Returns the number of instances of a given tag | |
| bool | Input handling/targeting | ||
| FGameplayAbilitySpecHandle | GiveAbility
(
const FGameplayAbilitySpec& AbilitySpec |
GameplayAbilities | |
| FGameplayAbilitySpecHandle | GiveAbilityAndActivateOnce
(
FGameplayAbilitySpec& AbilitySpec, |
Grants an ability and attempts to activate it exactly one time, which will cause it to be removed. | |
| void | HandleChangeAbilityCanBeCanceled
(
const FGameplayTagContainer& AbilityTags, |
Called when an ability is cancellable or not. | |
| 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 | |
| int32 | HandleGameplayEvent
(
FGameplayTag EventTag, |
Executes a gameplay event. | |
| bool | |||
| bool | HasAttributeSetForAttribute
(
FGameplayAttribute Attribute |
Does this ability system component have this attribute? | |
| bool | HasAuthorityOrPredictionKey
(
const FGameplayAbilityActivationInfo* ActivationInfo |
Returns true if this is running on the server or has a valid prediciton key | |
| bool | HasNetworkAuthorityToActivateTriggeredAbility
(
const FGameplayAbilitySpec& Spec |
Returns true if the specified ability should be activated from an event in this network mode | |
| bool | HasNetworkAuthorityToApplyGameplayEffect
(
FPredictionKey PredictionKey |
||
| void | Called from FScopedAbilityListLock | ||
| void | InhibitActiveGameplayEffect
(
FActiveGameplayEffectHandle ActiveGEHandle, |
Inhibit an active gameplay effect so that it is disabled, but not removed | |
| void | InitAbilityActorInfo
(
AActor* InOwnerActor, |
Initialized the Abilities' ActorInfo - the structure that holds information about who we are acting on and who controls us. | |
| void | InitDefaultGameplayCueParameters
(
FGameplayCueParameters& Parameters |
Will initialize gameplay cue parameters with this ASC's Owner (Instigator) and AvatarActor (EffectCauser) | |
| const UAttributeSet * | InitStats
(
TSubclassOf< class UAttributeSet > Attributes, |
Initializes starting attributes from a data table. | |
| void | InputCancel () |
Sends a local player Input Cancel event, notifying abilities | |
| void | InputConfirm () |
Sends a local player Input Confirm event, notifying abilities | |
| void | InternalServerTryActivateAbility
(
FGameplayAbilitySpecHandle AbilityToActivate, |
Implementation of ServerTryActivateAbility | |
| bool | InternalTryActivateAbility
(
FGameplayAbilitySpecHandle AbilityToActivate, |
Attempts to activate the given ability, will only work if called from the correct client/server context | |
| void | InvokeGameplayCueEvent
(
const FGameplayEffectSpecForRPC& Spec, |
Handles gameplay cue events from external sources | |
| void | InvokeGameplayCueEvent
(
const FGameplayTag GameplayCueTag, |
||
| void | InvokeGameplayCueEvent
(
const FGameplayTag GameplayCueTag, |
||
| bool | InvokeReplicatedEvent
(
EAbilityGenericReplicatedEvent::Type EventType, |
Calls local callbacks that are registered with the given Generic Replicated Event | |
| bool | InvokeReplicatedEventWithPayload
(
EAbilityGenericReplicatedEvent::Type EventType, |
Calls local callbacks that are registered with the given Generic Replicated Event | |
| bool | IsAbilityInputBlocked
(
int32 InputID |
Checks if the ability system is currently blocking InputID. | |
| bool | IsAnimatingAbility
(
UGameplayAbility* Ability |
Returns true if the passed in ability is the current animating ability | |
| bool | IsGameplayCueActive
(
const FGameplayTag GameplayCueTag |
Allows polling to see if a GameplayCue is active. | |
| bool | IsGenericCancelInputBound
(
int32 InputID |
||
| bool | IsGenericConfirmInputBound
(
int32 InputID |
||
| bool | Returns true if this component's actor has authority | ||
| bool | Are we ready to invoke gameplaycues yet? | ||
| bool | Returns true if we are ready to handle replicated montage information | ||
| FGameplayAbilitySpecHandle | K2_GiveAbility
(
TSubclassOf< UGameplayAbility > AbilityClass, |
Grants a Gameplay Ability and returns its handle. | |
| FGameplayAbilitySpecHandle | K2_GiveAbilityAndActivateOnce
(
TSubclassOf< UGameplayAbility > AbilityClass, |
Grants a Gameplay Ability, activates it once, and removes it. | |
| void | K2_InitStats
(
TSubclassOf< class UAttributeSet > Attributes, |
||
| void | |||
| void | Handle confirm/cancel for target actors | ||
| FGameplayEffectContextHandle | Create an EffectContext for the owner of this AbilitySystemComponent | ||
| FGameplayEffectSpecHandle | MakeOutgoingSpec
(
TSubclassOf< UGameplayEffect > GameplayEffectClass, |
Get an outgoing GameplayEffectSpec that is ready to be applied to other things. | |
| void | MarkAbilitySpecDirty
(
FGameplayAbilitySpec& Spec, |
Call to mark that an ability spec has been modified | |
| void | ModifyActiveEffectStartTime
(
FActiveGameplayEffectHandle Handle, |
Modify the start time of a gameplay effect, to deal with timers being out of sync originally | |
| void | MonitoredTagChanged
(
const FGameplayTag Tag, |
Callback that is called when an owned tag bound to an ability changes | |
| void | NotifyAbilityActivated
(
const FGameplayAbilitySpecHandle Handle, |
||
| void | NotifyAbilityCommit
(
UGameplayAbility* Ability |
Call notify callbacks above | |
| void | NotifyAbilityEnded
(
FGameplayAbilitySpecHandle Handle, |
Called from the ability to let the component know it is ended | |
| void | NotifyAbilityFailed
(
const FGameplayAbilitySpecHandle Handle, |
||
| void | NotifyTagMap_StackCountChange
(
const FGameplayTagContainer& Container |
||
| FOnGivenActiveGameplayEffectRemoved & | Called when any gameplay effects are removed | ||
| 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). | |
| void | OnAvatarActorDestroyed
(
AActor* InActor |
||
| void | OnClientActivateAbilityCaughtUp
(
FGameplayAbilitySpecHandle AbilityToActivate, |
||
| void | OnClientPrintDebug_Response
(
const TArray< FString >& Strings, |
||
| void | OnGameplayEffectAppliedToSelf
(
UAbilitySystemComponent* Source, |
||
| void | OnGameplayEffectAppliedToTarget
(
UAbilitySystemComponent* Target, |
This ASC has successfully applied a GE to something (potentially itself) | |
| void | OnGameplayEffectDurationChange
(
FActiveGameplayEffect& ActiveEffect |
Called when the duration of a gamepaly effect has changed | |
| FOnActiveGameplayEffectRemoved_Info * | |||
| FOnActiveGameplayEffectStackChange * | |||
| FOnActiveGameplayEffectTimeChange * | |||
| void | OnGiveAbility
(
FGameplayAbilitySpec& AbilitySpec |
Will be called from GiveAbility or from OnRep. | |
| void | OnMagnitudeDependencyChange
(
FActiveGameplayEffectHandle Handle, |
Called when attribute magnitudes change, to forward information to dependent gameplay effects | |
| void | OnOwnerActorDestroyed
(
AActor* InActor |
||
| void | OnPeriodicGameplayEffectExecuteOnSelf
(
UAbilitySystemComponent* Source, |
||
| void | OnPeriodicGameplayEffectExecuteOnTarget
(
UAbilitySystemComponent* Target, |
||
| void | Called when the ASC's AbilityActorInfo has a PlayerController set. | ||
| void | Called for predictively added gameplay cue. | ||
| void | OnPredictiveMontageRejected
(
UAnimMontage* PredictiveMontage |
Called when a prediction key that played a montage is rejected | |
| void | OnRemoveAbility
(
FGameplayAbilitySpec& AbilitySpec |
Will be called from RemoveAbility or from OnRep. Unbinds inputs with the given ability | |
| void | |||
| void | |||
| void | |||
| void | Replicated Event for AnimMontages | ||
| void | |||
| void | Virtual function games can override to do their own stuff when either ServerPrintDebug function runs on the server | ||
| void | OnShowDebugInfo
(
AHUD* HUD, |
||
| void | OnSpawnedAttributesEndPlayed
(
AActor* InActor, |
||
| void | OnTagUpdated
(
const FGameplayTag& Tag, |
||
| float | PlayMontage
(
UGameplayAbility* AnimatingAbility, |
AnimMontage Support | |
| float | PlayMontageSimulated
(
UAnimMontage* Montage, |
Plays a montage without updating replication/prediction structures. | |
| void | PressInputID
(
int32 InputID |
Sends a local player Input Pressed event with the provided Input ID, notifying any bound abilities | |
| void | Print a debug list of all gameplay effects | ||
| void | PrintDebug () |
||
| 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 | |
| void | This will refresh the Ability's ActorInfo structure based on the current ActorInfo. | ||
| FDelegateHandle | RegisterAndCallGameplayTagEvent
(
FGameplayTag Tag, |
Register a tag event and immediately call it | |
| FOnGameplayAttributeChange & | RegisterGameplayAttributeEvent
(
FGameplayAttribute Attribute |
Register for when an attribute value changes, should be replaced by GetGameplayAttributeValueChangeDelegate | |
| FOnGameplayEffectTagCountChanged & | RegisterGameplayTagEvent
(
FGameplayTag Tag, |
Allow events to be registered for specific gameplay tags being added or removed | |
| FOnGameplayEffectTagCountChanged & | 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) | ||
| void | Invokes the WhileActive event for all GCs on active, non inhibited, GEs. | ||
| void | ReleaseInputID
(
int32 InputID |
Sends a local player Input Released event with the provided Input ID, notifying any bound abilities | |
| void | RemoteEndOrCancelAbility
(
FGameplayAbilitySpecHandle AbilityToEnd, |
Called by ServerEndAbility and ClientEndAbility; avoids code duplication. | |
| int32 | RemoveActiveEffects
(
const FGameplayEffectQuery& Query, |
Removes all active effects that match given query. StacksToRemove=-1 will remove all stacks. | |
| int32 | Removes all active effects that apply any of the tags in Tags | ||
| int32 | Removes all active effects that grant any of the tags in Tags | ||
| int32 | Removes all active effects with captured source tags that contain any of the tags in Tags | ||
| int32 | Removes all active effects that contain any of the tags in Tags | ||
| bool | RemoveActiveGameplayEffect
(
FActiveGameplayEffectHandle Handle, |
Removes GameplayEffect by Handle. StacksToRemove=-1 will remove all stacks. | |
| void | RemoveActiveGameplayEffect_NoReturn
(
FActiveGameplayEffectHandle Handle, |
This only exists so it can be hooked up to a multicast delegate | |
| void | RemoveActiveGameplayEffectBySourceEffect
(
TSubclassOf< UGameplayEffect > GameplayEffect, |
Remove active gameplay effects whose backing definition are the specified gameplay effect class | |
| void | Removes any GameplayCue added on its own, i.e. not as part of a GameplayEffect. | ||
| void | Unregister all the gameplay abilities of this component | ||
| void | Remove all attribute sets | ||
| void | RemoveGameplayCue
(
const FGameplayTag GameplayCueTag |
Remove a persistent gameplay cue | |
| void | RemoveGameplayCue_Internal
(
const FGameplayTag GameplayCueTag, |
||
| void | RemoveGameplayCue_MinimalReplication
(
const FGameplayTag GameplayCueTag |
Remove gameplaycue for minimal replication mode. | |
| void | RemoveGameplayEventTagContainerDelegate
(
const FGameplayTagContainer& TagFilter, |
Remotes previously registered delegate | |
| void | RemoveLooseGameplayTag
(
const FGameplayTag& GameplayTag, |
||
| void | RemoveLooseGameplayTags
(
const FGameplayTagContainer& GameplayTags, |
||
| void | RemoveMinimalReplicationGameplayTag
(
const FGameplayTag& GameplayTag |
||
| void | RemoveMinimalReplicationGameplayTags
(
const FGameplayTagContainer& GameplayTags |
||
| void | RemoveReplicatedInstancedAbility
(
UGameplayAbility* GameplayAbility |
Remove a gameplay ability associated to this component | |
| void | RemoveReplicatedLooseGameplayTag
(
const FGameplayTag& GameplayTag |
||
| void | RemoveReplicatedLooseGameplayTags
(
const FGameplayTagContainer& GameplayTags |
||
| void | RemoveSpawnedAttribute
(
UAttributeSet* Attribute |
Remove an existing attribute set | |
| void | ReplicateEndOrCancelAbility
(
FGameplayAbilitySpecHandle Handle, |
Replicate that an ability has ended/canceled, to the client or server as appropriate | |
| void | ResetTagMap () |
||
| void | ServerAbilityRPCBatch
(
FServerAbilityRPCBatch BatchInfo |
||
| void | ServerAbilityRPCBatch_Internal
(
FServerAbilityRPCBatch& BatchInfo |
Overridable function for sub classes. | |
| void | ServerCancelAbility
(
FGameplayAbilitySpecHandle AbilityToCancel, |
||
| void | ServerCurrentMontageJumpToSectionName
(
UAnimMontage* ClientAnimMontage, |
RPC function called from CurrentMontageJumpToSection, replicates to other clients | |
| void | ServerCurrentMontageSetNextSectionName
(
UAnimMontage* ClientAnimMontage, |
RPC function called from CurrentMontageSetNextSectopnName, replicates to other clients | |
| void | ServerCurrentMontageSetPlayRate
(
UAnimMontage* ClientAnimMontage, |
RPC function called from CurrentMontageSetPlayRate, replicates to other clients | |
| void | ServerEndAbility
(
FGameplayAbilitySpecHandle AbilityToEnd, |
||
| void | Ask the server to send ability system debug information back to the client, via ClientPrintDebug_Response | ||
| void | ServerPrintDebug_RequestWithStrings
(
const TArray< FString >& Strings |
Same as ServerPrintDebug_Request but this includes the client debug strings so that the server can embed them in replays | |
| void | ServerSetInputPressed
(
FGameplayAbilitySpecHandle AbilityHandle |
Direct Input state replication. | |
| void | ServerSetInputReleased
(
FGameplayAbilitySpecHandle AbilityHandle |
||
| void | ServerSetReplicatedEvent
(
EAbilityGenericReplicatedEvent::Type EventType, |
Synchronization RPCs While these appear to be state, these are actually synchronization events w/ some payload data | |
| void | ServerSetReplicatedEventWithPayload
(
EAbilityGenericReplicatedEvent::Type EventType, |
Replicates the Generic Replicated Event to the server with payload. | |
| void | ServerSetReplicatedTargetData
(
FGameplayAbilitySpecHandle AbilityHandle, |
Replicates targeting data to the server | |
| void | ServerSetReplicatedTargetDataCancelled
(
FGameplayAbilitySpecHandle AbilityHandle, |
Replicates to the server that targeting has been cancelled | |
| void | ServerTryActivateAbility
(
FGameplayAbilitySpecHandle AbilityToActivate, |
||
| void | ServerTryActivateAbilityWithEventData
(
FGameplayAbilitySpecHandle AbilityToActivate, |
||
| void | SetActiveGameplayEffectLevel
(
FActiveGameplayEffectHandle ActiveHandle, |
Updates the level of an already applied gameplay effect. | |
| void | SetActiveGameplayEffectLevelUsingQuery
(
FGameplayEffectQuery Query, |
Updates the level of an already applied gameplay effect. | |
| void | SetAvatarActor
(
AActor* InAvatarActor |
Changes the avatar actor, leaves the owner actor the same | |
| void | SetAvatarActor_Direct
(
AActor* NewAvatarActor |
||
| void | SetBaseAttributeValueFromReplication
(
const FGameplayAttribute& Attribute, |
Call from OnRep functions to set the attribute base value on the client | |
| void | SetBaseAttributeValueFromReplication
(
const FGameplayAttribute& Attribute, |
Call from OnRep functions to set the attribute base value on the client | |
| void | SetBlockAbilityBindingsArray
(
FGameplayAbilityInputBinds BindInfo |
Initializes BlockedAbilityBindings variable | |
| void | SetBlockedAbilityBindings
(
const TArray< uint8 >& NewBlockedAbilityBindings |
||
| void | SetClientDebugStrings
(
TArray< FString >&& NewClientDebugStrings |
||
| void | SetLooseGameplayTagCount
(
const FGameplayTag& GameplayTag, |
||
| void | SetMinimalReplicationTags
(
const FMinimalReplicationTagCountMap& NewMinimalReplicationTags |
||
| void | SetMontageRepAnimPositionMethod
(
ERepAnimPositionMethod InMethod |
Method to set the replication method for the position in the montage | |
| void | SetNumericAttribute_Internal
(
const FGameplayAttribute& Attribute, |
Actually pushes the final attribute value to the attribute set's property. | |
| void | SetNumericAttributeBase
(
const FGameplayAttribute& Attribute, |
Sets the base value of an attribute. | |
| void | SetOwnerActor
(
AActor* NewOwnerActor |
||
| void | SetRemoveAbilityOnEnd
(
FGameplayAbilitySpecHandle AbilitySpecHandle |
Sets an ability spec to remove when its finished. | |
| void | SetRepAnimMontageInfo
(
const FGameplayAbilityRepAnimMontage& NewRepAnimMontageInfo |
||
| void | SetReplicatedLooseGameplayTagCount
(
const FGameplayTag& GameplayTag, |
||
| void | SetReplicationMode
(
EGameplayEffectReplicationMode NewReplicationMode |
When true, we will not replicate active gameplay effects for this ability system component, so attributes and tags | |
| void | SetServerDebugStrings
(
TArray< FString >&& NewServerDebugStrings |
||
| void | SetSpawnedAttributes
(
const TArray< UAttributeSet* >& NewAttributeSet |
Remove all current AttributeSets and register the ones in the passed array. | |
| void | SetTagMapCount
(
const FGameplayTag& Tag, |
Forcibly sets the number of instances of a given tag | |
| void | SetUserAbilityActivationInhibited
(
bool NewInhibit |
Disable or Enable a local user from being able to activate abilities. | |
| bool | |||
| bool | Returns true if this component should record montage replication info. | ||
| bool | Determines whether to call ServerPrintDebug_Request or ServerPrintDebug_RequestWithStrings. | ||
| void | StopMontageIfCurrent
(
const UAnimMontage& Montage, |
Stops current montage if it's the one given as the Montage param | |
| void | TargetCancel () |
Any active targeting actors will be stopped and canceled, not returning any targeting data | |
| void | Any active targeting actors will be told to stop and return current targeting data | ||
| bool | TriggerAbilityFromGameplayEvent
(
FGameplayAbilitySpecHandle AbilityToTrigger, |
Triggers an ability from a gameplay event, will only trigger on local/server depending on execution flags | |
| bool | TryActivateAbilitiesByTag
(
const FGameplayTagContainer& GameplayTagContainer, |
Attempts to activate every gameplay ability that matches the given tag and DoesAbilitySatisfyTagRequirements(). | |
| bool | TryActivateAbility
(
FGameplayAbilitySpecHandle AbilityToActivate, |
Attempts to activate the given ability, will check costs and requirements before doing so. | |
| bool | TryActivateAbilityByClass
(
TSubclassOf< UGameplayAbility > InAbilityToActivate, |
Attempts to activate the ability that is passed in. | |
| void | UnBlockAbilitiesWithTags
(
const FGameplayTagContainer& Tags |
Block or cancel blocking for specific ability tags | |
| void | UnBlockAbilityByInputID
(
int32 InputID |
Block or cancel blocking for specific input IDs | |
| bool | UnregisterGameplayTagEvent
(
FDelegateHandle DelegateHandle, |
Unregister previously added events | |
| void | UpdateActiveGameplayEffectSetByCallerMagnitude
(
FActiveGameplayEffectHandle ActiveHandle, |
Dynamically update the set-by-caller magnitude for an active gameplay effect | |
| void | UpdateActiveGameplayEffectSetByCallerMagnitudes
(
FActiveGameplayEffectHandle ActiveHandle, |
Dynamically update multiple set-by-caller magnitudes for an active gameplay effect | |
| void | |||
| void | |||
| void | UpdateTagMap
(
const FGameplayTag& BaseTag, |
Update the number of instances of a given tag and calls callback | |
| void | UpdateTagMap
(
const FGameplayTagContainer& Container, |
Update the number of instances of a given tag and calls callback | |
| void | UpdateTagMap_Internal
(
const FGameplayTagContainer& Container, |
Overridden from UGameplayTasksComponent
| Type | Name | Description | |
|---|---|---|---|
| bool | Retrieves information whether this component should be ticking taken current activity into consideration |
Overridden from UActorComponent
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPlay () |
Begins Play for the component. | |
| void | Initializes the component. | ||
| void | OnComponentDestroyed
(
bool bDestroyingHierarchy |
Called when a component is destroyed | |
| void | OnRegister () |
Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called. | |
| void | OnUnregister () |
Called when a component is unregistered. | |
| void | ReadyForReplication gets called on replicated components when their owning actor is officially ready for replication. | ||
| bool | ReplicateSubobjects
(
UActorChannel* Channel, |
Allows a component to replicate other subobject on the actor. | |
| void | TickComponent
(
float DeltaTime, |
Function called every frame on this ActorComponent. | |
| void | Handle this component being Uninitialized. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Returns properties that are replicated for the lifetime of the actor channel | |
| void | GetReplicatedCustomConditionState
(
FCustomPropertyConditionState& OutActiveState |
Called when this object begins replicating to initialize the state of custom property conditions | |
| void | GetSubobjectsWithStableNamesForNetworking
(
TArray< UObject* >& ObjList |
Returns a list of sub-objects that have stable names for networking | |
| void | Called right after receiving a bunch | ||
| void | Called right before receiving a bunch |
Overridden from IGameplayTaskOwnerInterface
| Type | Name | Description | |
|---|---|---|---|
| AActor * | GetGameplayTaskAvatar
(
const UGameplayTask* Task |
Returns avatar actor to be used for a specific task, normally GetAvatarActor |
Overridden from IGameplayTagAssetInterface
| Type | Name | Description | |
|---|---|---|---|
| void | GetOwnedGameplayTags
(
FGameplayTagContainer& TagContainer |
Get any owned gameplay tags on the asset | |
| bool | HasAllMatchingGameplayTags
(
const FGameplayTagContainer& TagContainer |
Check if the asset has gameplay tags that matches against all of the specified tags (expands to include parents of asset tags) | |
| bool | HasAnyMatchingGameplayTags
(
const FGameplayTagContainer& TagContainer |
Check if the asset has gameplay tags that matches against any of the specified tags (expands to include parents of asset tags) | |
| bool | HasMatchingGameplayTag
(
FGameplayTag TagToCheck |
Gameplay tag operations Implements IGameplayTagAssetInterface using the TagCountContainer |
Overridden from IAbilitySystemReplicationProxyInterface
Classes
| Type | Name | Description | |
|---|---|---|---|
| FAbilityAbilityKey | Used to register callbacks to ability-key input | ||
| FAbilityConfirmOrCancel | Used to register callbacks to confirm/cancel input | ||
| FAbilityListLockActiveChange | |||
| FAbilitySystemComponentDebugInfo | Debugging | ||
| FPendingAbilityInfo | A pending activation that cannot be activated yet, will be rechecked at a later point |
Typedefs
| Name | Description |
|---|---|
| FOnGameplayEffectAppliedDelegate | Delegate for when an effect is applied |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< TObjectPtr< UGameplayAbility > > | AllReplicatedInstancedAbilities | This array will be made private. Use GetReplicatedInstancedAbilities, AddReplicatedInstancedAbility or RemoveReplicatedInstancedAbility instead. | |
| TArray< uint8 > | BlockedAbilityBindings | This will be made private in future engine versions. Use SetBlockedAbilityBindings, GetBlockedAbilityBindings, or GetBlockedAbilityBindings_Mutable instead. | |
| TArray< FString > | ClientDebugStrings | This will be made private in future engine versions. Use SetClientDebugStrings, GetClientDebugStrings, or GetClientDebugStrings_Mutable instead. | |
| FMinimalReplicationTagCountMap | MinimalReplicationTags | This will be made private in future engine versions. Use SetMinimalReplicationTags, GetMinimalReplicationTags, or GetMinimalReplicationTags_Mutable instead. | |
| FGameplayAbilityRepAnimMontage | RepAnimMontageInfo | This will be made private in future engine versions. Use SetRepAnimMontageInfo, GetRepAnimMontageInfo, or GetRepAnimMontageInfo_Mutable instead. | |
| TArray< FString > | ServerDebugStrings | This will be made private in future engine versions. Use SetServerDebugStrings, GetServerDebugStrings, or GetServerDebugStrings_Mutable instead. |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| FGameplayAbilitySpec * | FindAbilitySpecFromGEHandle was never accurate because a GameplayEffect can grant multiple GameplayAbilities. It now returns nullptr. | ||
| TArray< TObjectPtr< UAttributeSet > > & | This function will be made private. Use Add/Remove SpawnedAttributes instead | ||
| void | OnImmunityBlockGameplayEffect
(
const FGameplayEffectSpec& Spec, |
Use OnImmunityBlockGameplayEffectDelegate directly. It is trigger from a UImmunityGameplayEffectComponent. You can create your own GameplayEffectComponent if you need different functionality. |