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API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UAbilitySystemGlobals
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemGlobals.h |
| Include | #include "AbilitySystemGlobals.h" |
Syntax
UCLASS&40;Config&61;Game&41;
class UAbilitySystemGlobals : public UObject
Remarks
Holds global data for the ability system. Can be configured per project via config file
Variables
| Type | Name | Description | |
|---|---|---|---|
| FOnAbilitySystemAssetFoundDelegate | AbilityFindAssetInEditorCallbacks | ||
| FOnAbilitySystemAssetOpenedDelegate | AbilityOpenAssetInEditorCallbacks | ||
| TArray< FString > | AbilitySystemDebugStrings | Global place to accumulate debug strings for ability system component. | |
| FSoftClassPath | AbilitySystemGlobalsClassName | The class to instantiate as the globals object. Defaults to this class but can be overridden | |
| FName | ActivateFailCooldownName | ||
| FGameplayTag | ActivateFailCooldownTag | TryActivate failed due to being on cooldown | |
| FName | ActivateFailCostName | ||
| FGameplayTag | ActivateFailCostTag | TryActivate failed due to not being able to spend costs | |
| FName | ActivateFailIsDeadName | ||
| FGameplayTag | ActivateFailIsDeadTag | TryActivate failed due to being dead | |
| FName | ActivateFailNetworkingName | ||
| FGameplayTag | ActivateFailNetworkingTag | Failed to activate due to invalid networking settings, this is designer error | |
| FName | ActivateFailTagsBlockedName | ||
| FGameplayTag | ActivateFailTagsBlockedTag | TryActivate failed due to being blocked by other abilities | |
| FName | ActivateFailTagsMissingName | ||
| FGameplayTag | ActivateFailTagsMissingTag | TryActivate failed due to missing required tags | |
| bool | bAllowGameplayModEvaluationChannels | Whether the game should allow the usage of gameplay mod evaluation channels or not | |
| bool | bInitialized | ||
| bool | bUseDebugTargetFromHud | 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. | |
| EGameplayModEvaluationChannel | DefaultGameplayModEvaluationChannel | The default mod evaluation channel for the game | |
| FNetSerializeScriptStructCache | EffectContextStructCache | ||
| TArray< FString > | GameplayCueNotifyPaths | Look in these paths for GameplayCueNotifies. These are your "always loaded" set. | |
| FName[static_cast< int32 >(EGameplayModEvaluationChannel::Channel_MAX)] | GameplayModEvaluationChannelAliases | Game-specified named aliases for gameplay mod evaluation channels; Only those with valid aliases are eligible to be used in a game (except Channel0, which is always valid) | |
| TObjectPtr< UGameplayTagReponseTable > | GameplayTagResponseTable | ||
| FSoftObjectPath | GameplayTagResponseTableName | The class to instantiate as the GameplayTagResponseTable. | |
| TArray< TObjectPtr< UCurveTable > > | GlobalAttributeDefaultsTables | Curve tables containing default values for attribute sets, keyed off of Name/Levels | |
| TObjectPtr< UDataTable > | GlobalAttributeMetaDataTable | ||
| FSoftObjectPath | GlobalAttributeMetaDataTableName | Holds information about the valid attributes' min and max values and stacking rules | |
| FSoftObjectPath | GlobalAttributeSetDefaultsTableName | Holds default values for attribute sets, keyed off of Name/Levels. | |
| TArray< FSoftObjectPath > | GlobalAttributeSetDefaultsTableNames | Array of curve table names to use for default values for attribute sets, keyed off of Name/Levels | |
| TSharedPtr< FAttributeSetInitter > | GlobalAttributeSetInitter | Used to initialize attribute sets | |
| TObjectPtr< UCurveTable > | GlobalCurveTable | ||
| FSoftObjectPath | GlobalCurveTableName | Name of global curve table to use as the default for scalable floats, etc. | |
| TObjectPtr< UGameplayCueManager > | GlobalGameplayCueManager | Manager for all gameplay cues | |
| FSoftObjectPath | GlobalGameplayCueManagerClass | Class reference to gameplay cue manager. | |
| FSoftObjectPath | GlobalGameplayCueManagerName | Object reference to gameplay cue manager (E.g., reference to a specific blueprint of your GameplayCueManager class. This is not necessary unless you want to have data or blueprints in your gameplay cue manager. | |
| int32 | MinimalReplicationTagCountBits | How many bits to use for "number of tags" in FMinimalReplicationTagCountMap::NetSerialize. | |
| FOnClientServerDebugAvailable | OnClientServerDebugAvailable | ||
| bool | PredictTargetGameplayEffects | Set to true if you want clients to try to predict gameplay effects done to targets. | |
| bool | RegisteredReimportCallback | ||
| bool | ReplicateActivationOwnedTags | Set to true if you want tags granted to owners from ability activations to be replicated. | |
| FNetSerializeScriptStructCache | TargetDataStructCache |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAbilitySystemGlobals
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddAttributeDefaultTables
(
const TArray< FSoftObjectPath >& AttribDefaultTableNames |
||
| void | AddGameplayCueNotifyPath
(
const FString& InPath |
Add a path to the GameplayCueNotifyPaths array. | |
| FGameplayAbilityActorInfo * | Should allocate a project specific AbilityActorInfo struct. Caller is responsible for deallocation | ||
| void | Initialize FAttributeSetInitter. | ||
| FGameplayEffectContext * | Should allocate a project specific GameplayEffectContext struct. | ||
| void | AutomationTestOnly_SetGlobalAttributeDataTable
(
UDataTable* InTable |
||
| bool | DeriveGameplayCueTagFromAssetName
(
FString AssetName, |
Sets a default gameplay cue tag using the asset's name. Returns true if it changed the tag. | |
| void | DeriveGameplayCueTagFromClass
(
T* CDO |
Sets a default gameplay cue tag using the asset's class | |
| 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. | |
| UAbilitySystemGlobals & | Get () |
Gets the single instance of the globals object, will create it as necessary | |
| 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 | |
| FAttributeSetInitter * | Returns data used to initialize attributes to their default values | ||
| 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 | |
| UGameplayCueManager * | Returns the gameplay cue manager singleton object, creating if necessary | ||
| TArray< FString > | Path where the engine will load gameplay cue notifies from | ||
| const FName & | GetGameplayModEvaluationChannelAlias
(
int32 Index |
Simple index-based accessor to the alias name for the specified gameplay mod evaluation channel, if any | |
| const FName & | Simple channel-based accessor to the alias name for the specified gameplay mod evaluation channel, if any | ||
| UGameplayTagReponseTable * | Returns the gameplay tag response object, creating if necessary | ||
| UDataTable * | Returns the data table defining attribute metadata (NOTE: Currently not in use) | ||
| UCurveTable * | Returns the globally registered curve table | ||
| void | GlobalPreGameplayEffectSpecApply
(
FGameplayEffectSpec& Spec, |
Global callback that can handle game-specific code that needs to run before applying a gameplay effect spec | |
| void | HandlePreLoadMap
(
const FWorldContext& WorldContext, |
||
| void | |||
| void | InitGameplayCueParameters
(
FGameplayCueParameters& CueParameters, |
Initialize GameplayCue Parameters | |
| void | InitGameplayCueParameters
(
FGameplayCueParameters& CueParameters, |
Initialize GameplayCue Parameters | |
| void | InitGameplayCueParameters_GESpec
(
FGameplayCueParameters& CueParameters, |
Initialize GameplayCue Parameters | |
| void | Will be called once on first use to load global data tables and tags (see FGameplayAbilitiesModule::GetAbilitySystemGlobals) | ||
| void | Initialize global tags by reading from config using the names and creating tags for use at runtime | ||
| void | |||
| T * | InternalGetLoadTable
(
T*& Table, |
||
| bool | Returns true if InitGlobalData has been called | ||
| bool | Returns whether the specified gameplay mod evaluation channel is valid for use or not. | ||
| void | NonShipping_ApplyGlobalAbilityScaler_Duration
(
float& Duration |
||
| void | NonShipping_ApplyGlobalAbilityScaler_Rate
(
float& Rate |
Helper functions for applying global scaling to various ability system tasks. | |
| void | Notify_FindAssetInEditor
(
FString AssetName, |
||
| void | Notify_OpenAssetInEditor
(
FString AssetName, |
To add functionality for opening assets directly from the game. | |
| void | OnPreBeginPIE
(
const bool bIsSimulatingInEditor |
||
| void | OnTableReimported
(
UObject* InObject |
||
| void | |||
| void | PushCurrentAppliedGE
(
const FGameplayEffectSpec* Spec, |
Override to handle global state when gameplay effects are being applied | |
| void | |||
| int32 | RemoveGameplayCueNotifyPath
(
const FString& InPath |
Remove the given gameplay cue notify path from the GameplayCueNotifyPaths array. | |
| void | |||
| void | SetCurrentAppliedGE
(
const FGameplayEffectSpec* Spec |
||
| bool | Simple accessor to whether gameplay modifier evaluation channels should be allowed or not | ||
| bool | Returns true if ability cooldowns are ignored, returns false otherwise. | ||
| bool | Returns true if ability costs are ignored, returns false otherwise. | ||
| bool | Returns true if the ability system should try to predict gameplay effects applied to non local targets | ||
| bool | Returns true if tags granted to owners from ability activations should be replicated | ||
| void | Trigger async loading of the gameplay cue object libraries. |
Typedefs
| Name | Description |
|---|---|
| FOnClientServerDebugAvailable | Called when debug strings are available, to write them to the display |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bIgnoreAbilitySystemCooldowns | Use bIgnoreAbilitySystemCooldowns in the AbilitySystemGlobals namespace, controlled by new CVarAbilitySystemIgnoreCooldowns | |
| bool | bIgnoreAbilitySystemCosts | Use bIgnoreAbilitySystemCosts in the AbilitySystemGlobals namespace, controlled by new CVarAbilitySystemIgnoreCosts |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Use DebugAbilitySystemAbilityListGrantedCommand | ||
| void | ServerActivatePlayerAbility
(
FString AbilityNameMatch |
Use DebugAbilitySystemAbilityActivateCommand | |
| void | ServerCancelPlayerAbility
(
FString AbilityNameMatch |
Use DebugAbilitySystemAbilityCancelCommand | |
| void | ServerEndPlayerAbility
(
FString AbilityNameMatch |
Use DebugAbilitySystemAbilityCancelCommand (EndAbility is only for internal usage) | |
| void | Use CVarAbilitySystemIgnoreCooldowns | ||
| void | Use CVarAbilitySystemIgnoreCosts |