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Holds global data for the ability system. Configuration is done via the Developer Settings, Project -> Gameplay Abilities Settings
| Name | UAbilitySystemGlobals |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemGlobals.h |
| Include Path | #include "AbilitySystemGlobals.h" |
Syntax
UCLASS (Config=Game, MinimalAPI)
class UAbilitySystemGlobals : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UAbilitySystemGlobals
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAbilitySystemGlobals
(
const FObjectInitializer& ObjectInitializer |
AbilitySystemGlobals.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnClientServerDebugAvailable | TMulticastDelegate_NoParams< void > | Called when debug strings are available, to write them to the display | AbilitySystemGlobals.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AbilityFindAssetInEditorCallbacks | FOnAbilitySystemAssetFoundDelegate | AbilitySystemGlobals.h | ||
| AbilityOpenAssetInEditorCallbacks | FOnAbilitySystemAssetOpenedDelegate | AbilitySystemGlobals.h | ||
| AbilitySystemDebugStrings | TArray< FString > | Global place to accumulate debug strings for ability system component. | AbilitySystemGlobals.h | |
| AbilitySystemGlobalsClassName | FSoftClassPath | The class to instantiate as the globals object. Defaults to this class but can be overridden | AbilitySystemGlobals.h |
|
| ActivateFailCooldownName | FName | AbilitySystemGlobals.h |
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| ActivateFailCooldownTag | FGameplayTag | TryActivate failed due to being on cooldown | AbilitySystemGlobals.h | |
| ActivateFailCostName | FName | AbilitySystemGlobals.h |
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| ActivateFailCostTag | FGameplayTag | TryActivate failed due to not being able to spend costs | AbilitySystemGlobals.h | |
| ActivateFailIsDeadName | FName | AbilitySystemGlobals.h |
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| ActivateFailIsDeadTag | FGameplayTag | TryActivate failed due to being dead | AbilitySystemGlobals.h | |
| ActivateFailNetworkingName | FName | AbilitySystemGlobals.h |
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| ActivateFailNetworkingTag | FGameplayTag | Failed to activate due to invalid networking settings, this is designer error | AbilitySystemGlobals.h | |
| ActivateFailTagsBlockedName | FName | AbilitySystemGlobals.h |
|
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| ActivateFailTagsBlockedTag | FGameplayTag | TryActivate failed due to being blocked by other abilities | AbilitySystemGlobals.h | |
| ActivateFailTagsMissingName | FName | AbilitySystemGlobals.h |
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| ActivateFailTagsMissingTag | FGameplayTag | TryActivate failed due to missing required tags | AbilitySystemGlobals.h | |
| bUseDebugTargetFromHud | bool | Set to true if you want the "ShowDebug AbilitySystem" cheat to use the hud's debug target instead of the ability system's debug target. | AbilitySystemGlobals.h | |
| EffectContextStructCache | FNetSerializeScriptStructCache | AbilitySystemGlobals.h | ||
| MinimalReplicationTagCountBits | int32 | How many bits to use for "number of tags" in FMinimalReplicationTagCountMap::NetSerialize. | AbilitySystemGlobals.h |
|
| OnClientServerDebugAvailable | FOnClientServerDebugAvailable | AbilitySystemGlobals.h | ||
| TargetDataStructCache | FNetSerializeScriptStructCache | AbilitySystemGlobals.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ModulesChangedHandle | FDelegateHandle | AbilitySystemGlobals.h | ||
| ModulesUnloadedHandle | FDelegateHandle | AbilitySystemGlobals.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddAttributeDefaultTables
(
const FName OwnerName, |
AbilitySystemGlobals.h | ||
virtual void AddGameplayCueNotifyPath
(
const FString& InPath |
Add a path to the GameplayCueNotifyPaths array. | AbilitySystemGlobals.h | |
virtual FGameplayAbilityActorInfo * AllocAbilityActorInfo() |
Should allocate a project specific AbilityActorInfo struct. Caller is responsible for deallocation | AbilitySystemGlobals.h | |
virtual FGameplayEffectContext * AllocGameplayEffectContext () |
Should allocate a project specific GameplayEffectContext struct. | AbilitySystemGlobals.h | |
void AutomationTestOnly_SetGlobalAttributeDataTable
(
UDataTable* InTable |
AbilitySystemGlobals.h | ||
virtual void GameplayEffectPostEditChangeProperty
(
UGameplayEffect* GE, |
Allows projects to override PostEditChangeProeprty on GEs without having to subclass Gameplayeffect. Intended for validation/auto populating based on changed data. | AbilitySystemGlobals.h | |
FAttributeSetInitter * GetAttributeSetInitter() |
Returns data used to initialize attributes to their default values | AbilitySystemGlobals.h | |
UFunction * GetGameplayCueFunction
(
const FGameplayTag& Tag, |
Searches the passed in class to look for a UFunction implementing the gameplay cue tag, sets MatchedTag to the exact tag found | AbilitySystemGlobals.h | |
virtual UGameplayCueManager * GetGameplayCueManager() |
Returns the gameplay cue manager singleton object, creating if necessary | AbilitySystemGlobals.h | |
| Path where the engine will load gameplay cue notifies from | AbilitySystemGlobals.h | ||
const FName & GetGameplayModEvaluationChannelAlias
(
int32 Index |
Simple index-based accessor to the alias name for the specified gameplay mod evaluation channel, if any | AbilitySystemGlobals.h | |
const FName & GetGameplayModEvaluationChannelAlias
(
EGameplayModEvaluationChannel Channel |
Simple channel-based accessor to the alias name for the specified gameplay mod evaluation channel, if any | AbilitySystemGlobals.h | |
UGameplayTagReponseTable * GetGameplayTagResponseTable() |
Returns the gameplay tag response object, creating if necessary | AbilitySystemGlobals.h | |
UDataTable * GetGlobalAttributeMetaDataTable() |
Returns the data table defining attribute metadata (NOTE: Currently not in use) | AbilitySystemGlobals.h | |
UCurveTable * GetGlobalCurveTable() |
Returns the globally registered curve table | AbilitySystemGlobals.h | |
virtual void GlobalPreGameplayEffectSpecApply
(
FGameplayEffectSpec& Spec, |
Global callback that can handle game-specific code that needs to run before applying a gameplay effect spec | AbilitySystemGlobals.h | |
virtual void InitGameplayCueParameters
(
FGameplayCueParameters& CueParameters, |
Initialize GameplayCue Parameters | AbilitySystemGlobals.h | |
virtual void InitGameplayCueParameters
(
FGameplayCueParameters& CueParameters, |
AbilitySystemGlobals.h | ||
virtual void InitGameplayCueParameters_GESpec
(
FGameplayCueParameters& CueParameters, |
AbilitySystemGlobals.h | ||
virtual void InitGlobalData() |
Will be called once on first use to load global data tables and tags (see FGameplayAbilitiesModule::GetAbilitySystemGlobals) | AbilitySystemGlobals.h | |
virtual void InitGlobalTags() |
Initialize global tags by reading from config using the names and creating tags for use at runtime | AbilitySystemGlobals.h | |
void InitTargetDataScriptStructCache() |
AbilitySystemGlobals.h | ||
bool IsAbilitySystemGlobalsInitialized() |
Returns true if InitGlobalData has been called | AbilitySystemGlobals.h | |
bool IsGameplayModEvaluationChannelValid
(
EGameplayModEvaluationChannel Channel |
Returns whether the specified gameplay mod evaluation channel is valid for use or not. | AbilitySystemGlobals.h | |
void ListPlayerAbilities() |
Show all abilities currently assigned to the local player | AbilitySystemGlobals.h | |
void Notify_FindAssetInEditor
(
FString AssetName, |
AbilitySystemGlobals.h | ||
void Notify_OpenAssetInEditor
(
FString AssetName, |
To add functionality for opening assets directly from the game. | AbilitySystemGlobals.h | |
virtual void PopCurrentAppliedGE() |
AbilitySystemGlobals.h | ||
virtual void PushCurrentAppliedGE
(
const FGameplayEffectSpec* Spec, |
Override to handle global state when gameplay effects are being applied | AbilitySystemGlobals.h | |
void RemoveAttributeDefaultTables
(
const FName OwnerName, |
AbilitySystemGlobals.h | ||
virtual int32 RemoveGameplayCueNotifyPath
(
const FString& InPath |
Remove the given gameplay cue notify path from the GameplayCueNotifyPaths array. | AbilitySystemGlobals.h | |
void ServerActivatePlayerAbility
(
FString AbilityNameMatch |
Force server activation of a specific player ability (useful for cheat testing) | AbilitySystemGlobals.h | |
void ServerCancelPlayerAbility
(
FString AbilityNameMatch |
Force server cancellation of a specific player ability (useful for cheat testing) | AbilitySystemGlobals.h | |
void ServerEndPlayerAbility
(
FString AbilityNameMatch |
Force server deactivation of a specific player ability (useful for cheat testing) | AbilitySystemGlobals.h | |
virtual void SetCurrentAppliedGE
(
const FGameplayEffectSpec* Spec |
AbilitySystemGlobals.h | ||
bool ShouldAllowGameplayModEvaluationChannels() |
Simple accessor to whether gameplay modifier evaluation channels should be allowed or not | AbilitySystemGlobals.h | |
bool ShouldIgnoreCooldowns () |
Returns true if ability cooldowns are ignored, returns false otherwise. | AbilitySystemGlobals.h | |
bool ShouldIgnoreCosts () |
Returns true if ability costs are ignored, returns false otherwise. | AbilitySystemGlobals.h | |
bool ShouldPredictTargetGameplayEffects() |
Returns true if the ability system should try to predict gameplay effects applied to non local targets | AbilitySystemGlobals.h | |
bool ShouldReplicateActivationOwnedTags() |
Returns true if tags granted to owners from ability activations should be replicated | AbilitySystemGlobals.h | |
bool ShouldUseDebugTargetFromHud() |
Returns true if we should use debug target from the HUD. | AbilitySystemGlobals.h | |
virtual void StartAsyncLoadingObjectLibraries () |
Trigger async loading of the gameplay cue object libraries. | AbilitySystemGlobals.h | |
virtual void ToggleIgnoreAbilitySystemCooldowns() |
Toggles whether we should ignore ability cooldowns. Does nothing in shipping builds | AbilitySystemGlobals.h | |
virtual void ToggleIgnoreAbilitySystemCosts() |
Toggles whether we should ignore ability costs. Does nothing in shipping builds | AbilitySystemGlobals.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AllocAttributeSetInitter () |
Initialize FAttributeSetInitter. | AbilitySystemGlobals.h | |
virtual TArray< FSoftObjectPath > GetGlobalAttributeSetDefaultsTablePaths() |
Get the SoftObjectPaths for all tables that should be loaded for default Attribute values | AbilitySystemGlobals.h | |
void HandlePreLoadMap
(
const FWorldContext& WorldContext, |
AbilitySystemGlobals.h | ||
virtual void InitAttributeDefaults() |
AbilitySystemGlobals.h | ||
T * InternalGetLoadTable
(
T*& Table, |
AbilitySystemGlobals.h | ||
void OnPreBeginPIE
(
const bool bIsSimulatingInEditor |
AbilitySystemGlobals.h | ||
void OnTableReimported
(
UObject* InObject |
AbilitySystemGlobals.h | ||
virtual void ReloadAttributeDefaults() |
AbilitySystemGlobals.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool DeriveGameplayCueTagFromAssetName
(
FString AssetName, |
Sets a default gameplay cue tag using the asset's name. Returns true if it changed the tag. | AbilitySystemGlobals.h | |
static void DeriveGameplayCueTagFromClass
(
T* CDO |
Sets a default gameplay cue tag using the asset's class | AbilitySystemGlobals.h | |
static UAbilitySystemGlobals & Get() |
Gets the single instance of the globals object, will create it as necessary | AbilitySystemGlobals.h | |
static UAbilitySystemComponent * GetAbilitySystemComponentFromActor
(
const AActor* Actor, |
Searches the passed in actor for an ability system component, will use IAbilitySystemInterface or fall back to a component search | AbilitySystemGlobals.h | |
static void NonShipping_ApplyGlobalAbilityScaler_Duration
(
float& Duration |
AbilitySystemGlobals.h | ||
static void NonShipping_ApplyGlobalAbilityScaler_Rate
(
float& Rate |
Helper functions for applying global scaling to various ability system tasks. | AbilitySystemGlobals.h | |
static void ResetCachedData() |
AbilitySystemGlobals.h |