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API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDeveloperSettings
- UGameplayAbilitiesDeveloperSettings
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilitiesDeveloperSettings.h |
| Include | #include "GameplayAbilitiesDeveloperSettings.h" |
Syntax
UCLASS (Config=Game, defaultconfig, Meta=(DisplayName="Gameplay Abilities Settings"), MinimalAPI)
class UGameplayAbilitiesDeveloperSettings : public UDeveloperSettings
Remarks
Expose Global Gameplay Ability Settings in an easy to understand Developer Settings interface (usable through the Editor's Project Settings). This the preferred way to configure the config variables previously found in AbilitySystemGlobals. Projects may still opt to override the AbilitySystemGlobals class with their own customized class to modify Gameplay Ability functionality across their project.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FSoftClassPath | AbilitySystemGlobalsClassName | The global ability system class to use. | |
| FGameplayTag | ActivateFailCanActivateAbilityTag | TryActive failed due to GameplayAbility's CanActivateAbility function (Blueprint or Native) | |
| FGameplayTag | ActivateFailCooldownTag | TryActivate failed due to being on cooldown | |
| FGameplayTag | ActivateFailCostTag | TryActivate failed due to not being able to spend costs | |
| FGameplayTag | ActivateFailNetworkingTag | Failed to activate due to invalid networking settings, this is designer error | |
| FGameplayTag | ActivateFailTagsBlockedTag | TryActivate failed due to being blocked by other abilities | |
| 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 | 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 | |
| TArray< FString > | GameplayCueNotifyPaths | Look in these paths for GameplayCueNotifies. These are your "always loaded" set. | |
| FName[10] | 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) | |
| FSoftObjectPath | GameplayTagResponseTableName | The class to instantiate as the GameplayTagResponseTable. | |
| FSoftObjectPath | GlobalAttributeMetaDataTableName | Holds information about the valid attributes' min and max values and stacking rules | |
| TArray< FSoftObjectPath > | GlobalAttributeSetDefaultsTableNames | Array of curve table names to use for default values for attribute sets, keyed off of Name/Levels | |
| FSoftObjectPath | GlobalCurveTableName | Name of global curve table to use as the default for scalable floats, etc. | |
| FSoftClassPath | GlobalGameplayCueManagerClass | Class reference to gameplay cue manager. | |
| FSoftObjectPath | GlobalGameplayCueManagerName | Class reference to gameplay cue manager. | |
| int32 | MinimalReplicationTagCountBits | How many bits to use for "number of tags" in FMinimalReplicationTagCountMap::NetSerialize. | |
| bool | PredictTargetGameplayEffects | Set to true if you want clients to try to predict gameplay effects done to targets. | |
| bool | ReplicateActivationOwnedTags | Set to true if you want tags granted to owners from ability activations to be replicated. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| bool | CanEditChange
(
const FProperty* InProperty |
Called by the editor to query whether a property of this object is allowed to be modified. | |
| void | OverrideConfigSection
(
FString& InOutSectionName |
Allows Non-PerObjectConfig classes, to override the ini section name used for loading config settings |