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Add additional Gameplay Effects that attempt to activate under certain conditions (or no conditions)
| Name | UAdditionalEffectsGameplayEffectComponent |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h |
| Include Path | #include "GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h" |
Syntax
UCLASS (CollapseCategories, DisplayName="Apply Additional Effects", MinimalAPI)
class UAdditionalEffectsGameplayEffectComponent : public UGameplayEffectComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayEffectComponent → UAdditionalEffectsGameplayEffectComponent
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bOnApplicationCopyDataFromOriginalSpec | bool | This will copy all of the data (e.g. SetByCallerMagnitudes) from the GESpec that Applied this GameplayEffect to the new OnApplicationGameplayEffect Specs. | GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h |
|
| OnApplicationGameplayEffects | TArray< FConditionalGameplayEffect > | Other gameplay effects that will be applied to the target of this effect if the owning effect applies | GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h |
|
| OnCompleteAlways | TArray< TSubclassOf< UGameplayEffect > > | Effects to apply when this effect completes, regardless of how it ends | GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h |
|
| OnCompleteNormal | TArray< TSubclassOf< UGameplayEffect > > | Effects to apply when this effect expires naturally via its duration | GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h |
|
| OnCompletePrematurely | TArray< TSubclassOf< UGameplayEffect > > | Effects to apply when this effect is made to expire prematurely (e.g. via a forced removal, clear tags, etc.) | GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h |
|
Functions
Public
Overridden from UGameplayEffectComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool OnActiveGameplayEffectAdded
(
FActiveGameplayEffectsContainer& GEContainer, |
Called when a Gameplay Effect is Added to the ActiveGameplayEffectsContainer. | GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h | |
virtual void OnGameplayEffectApplied
(
FActiveGameplayEffectsContainer& ActiveGEContainer, |
Called when a Gameplay Effect is applied. This executes the OnApplication Gameplay Effects. | GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
There are some fields that are incompatible with one another, so let's catch them during configuration phase. | GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void OnActiveGameplayEffectRemoved
(
const FGameplayEffectRemovalInfo& RemovalInfo, |
Whenever the ActiveGE gets removed, we want to apply the configured OnComplete GameplayEffects | GameplayEffectComponents/AdditionalEffectsGameplayEffectComponent.h |