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API > API/Plugins > API/Plugins/GameplayAbilities
Abilities define custom gameplay logic that can be activated by players or external game logic
| Name | UGameplayAbility |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbility.h |
| Include Path | #include "Abilities/GameplayAbility.h" |
Syntax
UCLASS (Blueprintable, MinimalAPI)
class UGameplayAbility :
public UObject ,
public IGameplayTaskOwnerInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayAbility
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameplayAbility
(
const FObjectInitializer& ObjectInitializer |
Abilities/GameplayAbility.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AbilityTags | FGameplayTagContainer | Public variables, exposed for backwards compatibility |
This ability has these tags | Abilities/GameplayAbility.h |
- EditDefaultsOnly
- Category=Tags
- DisplayName="AssetTags (Default AbilityTags)"
- Meta=(Categories="AbilityTagCategory")
| bReplicateInputDirectly | bool | If true, this ability will always replicate input press/release events to the server. | Abilities/GameplayAbility.h |
|
| OnConfirmDelegate | FGenericAbilityDelegate | Callback for when this ability has been confirmed by the server | Abilities/GameplayAbility.h | |
| OnGameplayAbilityCancelled | FOnGameplayAbilityCancelled | Notification that the ability is being cancelled. Called before OnGameplayAbilityEnded. | Abilities/GameplayAbility.h | |
| OnGameplayAbilityEnded | FOnGameplayAbilityEnded | Notification that the ability has ended. Set using TryActivateAbility. | Abilities/GameplayAbility.h | |
| OnGameplayAbilityEndedWithData | FGameplayAbilityEndedDelegate | Notification that the ability has ended with data on how it was ended | Abilities/GameplayAbility.h | |
| OnGameplayAbilityStateEnded | FOnGameplayAbilityStateEnded | Used by the ability state task to handle when a state is ended | Abilities/GameplayAbility.h | |
| RemoteInstanceEnded | bool | Set when the remote instance of this ability has ended (but the local instance may still be running or finishing up | Abilities/GameplayAbility.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddAbilityTaskDebugMessage
(
UGameplayTask* AbilityTask, |
Adds a debug message to display to the user | Abilities/GameplayAbility.h | |
virtual void ApplyAbilityTagsToGameplayEffectSpec
(
FGameplayEffectSpec& Spec, |
Add the Ability's tags to the given GameplayEffectSpec. | Abilities/GameplayAbility.h | |
virtual void ApplyCooldown
(
const FGameplayAbilitySpecHandle Handle, |
Applies CooldownGameplayEffect to the target | Abilities/GameplayAbility.h | |
virtual void ApplyCost
(
const FGameplayAbilitySpecHandle Handle, |
Applies the ability's cost to the target | Abilities/GameplayAbility.h | |
virtual bool CanActivateAbility
(
const FGameplayAbilitySpecHandle Handle, |
CanActivateAbilityReturns true if this ability can be activated right now. Has no side effects | Abilities/GameplayAbility.h | |
virtual bool CanBeCanceled() |
Returns true if this ability can be canceled | Abilities/GameplayAbility.h | |
virtual void CancelAbility
(
const FGameplayAbilitySpecHandle Handle, |
CancelAbility | Abilities/GameplayAbility.h | |
virtual bool CheckCooldown
(
const FGameplayAbilitySpecHandle Handle, |
Checks cooldown. returns true if we can be used again. False if not | Abilities/GameplayAbility.h | |
virtual bool CheckCost
(
const FGameplayAbilitySpecHandle Handle, |
Checks cost. returns true if we can pay for the ability. False if not | Abilities/GameplayAbility.h | |
virtual bool CommitAbility
(
const FGameplayAbilitySpecHandle Handle, |
Abilities/GameplayAbility.h | ||
virtual bool CommitAbilityCooldown
(
const FGameplayAbilitySpecHandle Handle, |
Abilities/GameplayAbility.h | ||
virtual bool CommitAbilityCost
(
const FGameplayAbilitySpecHandle Handle, |
Abilities/GameplayAbility.h | ||
virtual bool CommitCheck
(
const FGameplayAbilitySpecHandle Handle, |
The last chance to fail before committing, this will usually be the same as CanActivateAbility. | Abilities/GameplayAbility.h | |
virtual void CommitExecute
(
const FGameplayAbilitySpecHandle Handle, |
Does the commit atomically (consume resources, do cooldowns, etc) | Abilities/GameplayAbility.h | |
virtual bool DoesAbilitySatisfyTagRequirements
(
const UAbilitySystemComponent& AbilitySystemComponent, |
Returns true if none of the ability's tags are blocked and if it doesn't have a "Blocking" tag and has all "Required" tags. | Abilities/GameplayAbility.h | |
FGameplayTagContainer & EditorGetAssetTags() |
Allow modification of the AssetTags (AbilityTags) while in editor | Abilities/GameplayAbility.h | |
int32 GetAbilityLevel
(
FGameplayAbilitySpecHandle Handle, |
Returns current ability level for non instanced abilities. | Abilities/GameplayAbility.h | |
int32 GetAbilityLevel () |
Ability Levels and source objectsReturns current level of the Ability | Abilities/GameplayAbility.h |
|
int32 GetAbilityLevel_BP
(
FGameplayAbilitySpecHandle Handle, |
Returns current ability level for non instanced abilities. | Abilities/GameplayAbility.h |
|
UAbilitySystemComponent * GetAbilitySystemComponentFromActorInfo() |
Returns the AbilitySystemComponent that is activating this ability | Abilities/GameplayAbility.h |
|
UAbilitySystemComponent * GetAbilitySystemComponentFromActorInfo_Checked() |
Abilities/GameplayAbility.h | ||
UAbilitySystemComponent * GetAbilitySystemComponentFromActorInfo_Ensured() |
Abilities/GameplayAbility.h | ||
FGameplayAbilityActorInfo GetActorInfo() |
Returns the actor info associated with this ability, has cached pointers to useful objects | Abilities/GameplayAbility.h |
|
const FGameplayTagContainer & GetAssetTags() |
The ability is considered to have these tags. | Abilities/GameplayAbility.h | |
AActor * GetAvatarActorFromActorInfo() |
Returns the physical actor that is executing this ability. May be null | Abilities/GameplayAbility.h |
|
virtual FGameplayEffectContextHandle GetContextFromOwner
(
FGameplayAbilityTargetDataHandle OptionalTargetData |
Generates a GameplayEffectContextHandle from our owner and an optional TargetData. | Abilities/GameplayAbility.h |
|
virtual UGameplayEffect * GetCooldownGameplayEffect() |
Returns the gameplay effect used to determine cooldown | Abilities/GameplayAbility.h | |
virtual const FGameplayTagContainer * GetCooldownTags() |
Returns all tags that can put this ability into cooldown | Abilities/GameplayAbility.h | |
float GetCooldownTimeRemaining () |
Returns the time in seconds remaining on the currently active cooldown. | Abilities/GameplayAbility.h |
|
virtual float GetCooldownTimeRemaining
(
const FGameplayAbilityActorInfo* ActorInfo |
Returns the time in seconds remaining on the currently active cooldown. | Abilities/GameplayAbility.h | |
virtual void GetCooldownTimeRemainingAndDuration
(
FGameplayAbilitySpecHandle Handle, |
Returns the time in seconds remaining on the currently active cooldown and the original duration for this cooldown. | Abilities/GameplayAbility.h | |
virtual UGameplayEffect * GetCostGameplayEffect() |
Returns the gameplay effect used to apply cost | Abilities/GameplayAbility.h | |
FGameplayAbilitySpec * GetCurrentAbilitySpec() |
Retrieves the actual AbilitySpec for this ability. Can only be called on instanced abilities. | Abilities/GameplayAbility.h | |
FGameplayAbilitySpecHandle GetCurrentAbilitySpecHandle() |
Gets the current AbilitySpecHandle- can only be called on instanced abilities. | Abilities/GameplayAbility.h | |
FGameplayAbilityActivationInfo GetCurrentActivationInfo() |
Gets the current activation info bound to this ability - can only be called on instanced abilities. | Abilities/GameplayAbility.h | |
FGameplayAbilityActivationInfo & GetCurrentActivationInfoRef() |
Gets the current activation info bound to this ability - can only be called on instanced abilities. | Abilities/GameplayAbility.h | |
const FGameplayAbilityActorInfo * GetCurrentActorInfo() |
Gets the current actor info bound to this ability - can only be called on instanced abilities. | Abilities/GameplayAbility.h | |
UAnimMontage * GetCurrentMontage() |
AnimationReturns the currently playing montage for this ability, if any | Abilities/GameplayAbility.h |
|
UObject * GetCurrentSourceObject() |
Retrieves the SourceObject associated with this ability. Can only be called on instanced abilities. | Abilities/GameplayAbility.h |
|
| Retrieves the EffectContext of the GameplayEffect that granted this ability. | Abilities/GameplayAbility.h |
|
|
| The important functions: CanActivateAbility() - const function to see if ability is activatable. | Abilities/GameplayAbility.h | ||
EGameplayAbilityNetExecutionPolicy::Type GetNetExecutionPolicy() |
Where does an ability execute on the network? Does a client "ask and predict", "ask and wait", "don't ask (just do it)" | Abilities/GameplayAbility.h | |
EGameplayAbilityNetSecurityPolicy::Type GetNetSecurityPolicy() |
Where should an ability execute on the network? Provides protection from clients attempting to execute restricted abilities. | Abilities/GameplayAbility.h | |
AActor * GetOwningActorFromActorInfo() |
Returns the actor that owns this ability, which may not have a physical location | Abilities/GameplayAbility.h |
|
USkeletalMeshComponent * GetOwningComponentFromActorInfo() |
Convenience method for abilities to get skeletal mesh component - useful for aiming abilities | Abilities/GameplayAbility.h |
|
EGameplayAbilityReplicationPolicy::Type GetReplicationPolicy() |
How an ability replicates state/events to everyone on the network | Abilities/GameplayAbility.h | |
UObject * GetSourceObject
(
FGameplayAbilitySpecHandle Handle, |
Retrieves the SourceObject associated with this ability. Callable on non instanced | Abilities/GameplayAbility.h | |
UObject * GetSourceObject_BP
(
FGameplayAbilitySpecHandle Handle, |
Retrieves the SourceObject associated with this ability. Callable on non instanced | Abilities/GameplayAbility.h |
|
virtual UWorld * GetWorld() |
Abilities/GameplayAbility.h | ||
bool HasAuthority
(
const FGameplayAbilityActivationInfo* ActivationInfo |
True if this is the server or single player | Abilities/GameplayAbility.h | |
bool HasAuthorityOrPredictionKey
(
const FGameplayAbilityActorInfo* ActorInfo, |
True if we are authority or we have a valid prediciton key that is expected to work | Abilities/GameplayAbility.h | |
virtual void InputPressed
(
const FGameplayAbilitySpecHandle Handle, |
InputInput binding stub. | Abilities/GameplayAbility.h | |
virtual void InputReleased
(
const FGameplayAbilitySpecHandle Handle, |
Input binding stub. | Abilities/GameplayAbility.h | |
void InvalidateClientPredictionKey () |
Invalidates the current prediction key. | Abilities/GameplayAbility.h |
|
bool IsActive() |
Returns true if the ability is currently active | Abilities/GameplayAbility.h | |
virtual bool IsBlockingOtherAbilities() |
Returns true if this ability is blocking other abilities | Abilities/GameplayAbility.h | |
bool IsForRemoteClient() |
True if this is on the server and is being executed for a non-local player, false in single player | Abilities/GameplayAbility.h | |
bool IsInstantiated() |
True if this has been instanced, always true for blueprints | Abilities/GameplayAbility.h | |
bool IsLocallyControlled() |
True if the owning actor is locally controlled, true in single player | Abilities/GameplayAbility.h |
|
bool IsMarkPendingKillOnAbilityEnd() |
Abilities/GameplayAbility.h | ||
bool IsPredictingClient() |
Is this ability running on a a predicting client, this is false in single player | Abilities/GameplayAbility.h | |
bool IsTriggered() |
Is this ability triggered from TriggerData (or is it triggered explicitly through input/game code) | Abilities/GameplayAbility.h | |
void K2_CancelAbility() |
Call from Blueprint to cancel the ability naturally | Abilities/GameplayAbility.h |
|
virtual bool K2_CheckAbilityCooldown() |
Checks the ability's cooldown, but does not apply it. | Abilities/GameplayAbility.h |
|
virtual bool K2_CheckAbilityCost() |
Checks the ability's cost, but does not apply it. | Abilities/GameplayAbility.h |
|
virtual bool K2_CommitAbility () |
CommitAbility | Abilities/GameplayAbility.h |
|
virtual bool K2_CommitAbilityCooldown
(
bool BroadcastCommitEvent, |
Attempts to commit the ability's cooldown only. | Abilities/GameplayAbility.h |
|
virtual bool K2_CommitAbilityCost
(
bool BroadcastCommitEvent |
Attempts to commit the ability's cost only. | Abilities/GameplayAbility.h |
|
void K2_CommitExecute() |
BP event called from CommitAbility | Abilities/GameplayAbility.h |
|
bool K2_HasAuthority() |
Abilities/GameplayAbility.h |
|
|
virtual FGameplayEffectContextHandle MakeEffectContext
(
const FGameplayAbilitySpecHandle Handle, |
Returns an effect context, given a specified actor info | Abilities/GameplayAbility.h | |
FGameplayEffectSpecHandle MakeOutgoingGameplayEffectSpec
(
TSubclassOf< UGameplayEffect > GameplayEffectClass, |
Convenience method for abilities to get outgoing gameplay effect specs (for example, to pass on to projectiles to apply to whoever they hit) | Abilities/GameplayAbility.h |
|
virtual FGameplayEffectSpecHandle MakeOutgoingGameplayEffectSpec
(
const FGameplayAbilitySpecHandle Handle, |
Native version of above function | Abilities/GameplayAbility.h | |
virtual void NotifyAbilityTaskWaitingOnAvatar
(
UAbilityTask* AbilityTask |
Called to inform the ability that a task is waiting for the player's avatar to do something in world | Abilities/GameplayAbility.h | |
virtual void NotifyAbilityTaskWaitingOnPlayerData
(
UAbilityTask* AbilityTask |
Called to inform the ability that a task is waiting for the player to do something | Abilities/GameplayAbility.h | |
virtual void NotifyAvatarDestroyed () |
Called to inform the ability that the AvatarActor has been replaced. | Abilities/GameplayAbility.h | |
virtual void OnAvatarSet
(
const FGameplayAbilityActorInfo* ActorInfo, |
Called when the avatar actor is set/changes | Abilities/GameplayAbility.h | |
virtual void OnGiveAbility
(
const FGameplayAbilityActorInfo* ActorInfo, |
Called when the ability is given to an AbilitySystemComponent | Abilities/GameplayAbility.h | |
virtual void OnRemoveAbility
(
const FGameplayAbilityActorInfo* ActorInfo, |
Called when the ability is removed from an AbilitySystemComponent | Abilities/GameplayAbility.h | |
virtual void OnWaitingForConfirmInputBegin() |
Called from AbilityTask_WaitConfirmCancel to handle input confirming | Abilities/GameplayAbility.h | |
virtual void OnWaitingForConfirmInputEnd() |
Abilities/GameplayAbility.h | ||
virtual void RemoveGrantedByEffect() |
Removes the GameplayEffect that granted this ability. Can only be called on instanced abilities. | Abilities/GameplayAbility.h |
|
REPLICATED_BASE_CLASS
(
UGameplayAbility |
Abilities/GameplayAbility.h | ||
virtual void SetCanBeCanceled
(
bool bCanBeCanceled |
Sets whether the ability should ignore cancel requests. Only valid on instanced abilities | Abilities/GameplayAbility.h |
|
virtual void SetCurrentMontage
(
UAnimMontage* InCurrentMontage |
Call to set/get the current montage from a montage task. | Abilities/GameplayAbility.h | |
void SetMarkPendingKillOnAbilityEnd
(
bool bInMarkPendingKillOnAbilityEnd |
Abilities/GameplayAbility.h | ||
virtual void SetMovementSyncPoint
(
FName SyncName |
Movement Sync | Abilities/GameplayAbility.h | |
virtual void SetRemoteInstanceHasEnded () |
Interaction with ability system component | Abilities/GameplayAbility.h | |
virtual void SetShouldBlockOtherAbilities
(
bool bShouldBlockAbilities |
Sets rather ability block flags are enabled or disabled. Only valid on instanced abilities | Abilities/GameplayAbility.h |
|
virtual bool ShouldAbilityRespondToEvent
(
const FGameplayAbilityActorInfo* ActorInfo, |
Returns true if this ability can be triggered right now. Has no side effects | Abilities/GameplayAbility.h | |
virtual bool ShouldActivateAbility
(
ENetRole Role |
Returns true if an an ability should be activated | Abilities/GameplayAbility.h | |
virtual bool ShouldReplicateAbilitySpec
(
const FGameplayAbilitySpec& AbilitySpec |
Takes in the ability spec and checks if we should allow replication on the ability spec, this will NOT stop replication of the ability UObject just the spec inside the UAbilitySystemComponenet ActivatableAbilities for this ability | Abilities/GameplayAbility.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CallRemoteFunction
(
UFunction* Function, |
Abilities/GameplayAbility.h | ||
| Abilities/GameplayAbility.h | |||
virtual void GetLifetimeReplicatedProps
(
TArray< class FLifetimeProperty >& OutLifetimeProps |
Overridden to allow Blueprint replicated properties to work | Abilities/GameplayAbility.h | |
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
Abilities/GameplayAbility.h | ||
virtual bool IsSupportedForNetworking() |
Abilities/GameplayAbility.h |
Overridden from IGameplayTaskOwnerInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual AActor * GetGameplayTaskAvatar
(
const UGameplayTask* Task |
Abilities/GameplayAbility.h | ||
virtual AActor * GetGameplayTaskOwner
(
const UGameplayTask* Task |
Abilities/GameplayAbility.h | ||
virtual UGameplayTasksComponent * GetGameplayTasksComponent
(
const UGameplayTask& Task |
Abilities/GameplayAbility.h | ||
virtual void OnGameplayTaskActivated
(
UGameplayTask& Task |
Abilities/GameplayAbility.h | ||
virtual void OnGameplayTaskDeactivated
(
UGameplayTask& Task |
Abilities/GameplayAbility.h | ||
virtual void OnGameplayTaskInitialized
(
UGameplayTask& Task |
Abilities/GameplayAbility.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ActivateAbility
(
const FGameplayAbilitySpecHandle Handle, |
Actually activate ability, do not call this directly | Abilities/GameplayAbility.h | |
FActiveGameplayEffectHandle ApplyGameplayEffectSpecToOwner
(
const FGameplayAbilitySpecHandle AbilityHandle, |
Abilities/GameplayAbility.h | ||
TArray< FActiveGameplayEffectHandle > ApplyGameplayEffectSpecToTarget
(
const FGameplayAbilitySpecHandle AbilityHandle, |
Abilities/GameplayAbility.h | ||
FActiveGameplayEffectHandle ApplyGameplayEffectToOwner
(
const FGameplayAbilitySpecHandle Handle, |
Non blueprintcallable, safe to call on CDO/NonInstance abilities | Abilities/GameplayAbility.h | |
TArray< FActiveGameplayEffectHandle > ApplyGameplayEffectToTarget
(
const FGameplayAbilitySpecHandle Handle, |
Non blueprintcallable, safe to call on CDO/NonInstance abilities | Abilities/GameplayAbility.h | |
FActiveGameplayEffectHandle BP_ApplyGameplayEffectToOwner
(
TSubclassOf< UGameplayEffect > GameplayEffectClass, |
Apply Gameplay effects to SelfApply a gameplay effect to the owner of this ability | Abilities/GameplayAbility.h |
|
TArray< FActiveGameplayEffectHandle > BP_ApplyGameplayEffectToTarget
(
FGameplayAbilityTargetDataHandle TargetData, |
Apply Gameplay effects to TargetApply a gameplay effect to a Target | Abilities/GameplayAbility.h |
|
void BP_RemoveGameplayEffectFromOwnerWithAssetTags
(
FGameplayTagContainer WithAssetTags, |
Remove Gameplay effects from Self | Abilities/GameplayAbility.h |
|
void BP_RemoveGameplayEffectFromOwnerWithGrantedTags
(
FGameplayTagContainer WithGrantedTags, |
Removes GameplayEffects from owner which grant the given tags | Abilities/GameplayAbility.h |
|
void BP_RemoveGameplayEffectFromOwnerWithHandle
(
FActiveGameplayEffectHandle Handle, |
Removes GameplayEffect from owner that match the given handle | Abilities/GameplayAbility.h |
|
void CallActivateAbility
(
const FGameplayAbilitySpecHandle Handle, |
Executes PreActivate and ActivateAbility | Abilities/GameplayAbility.h | |
void CancelTaskByInstanceName
(
FName InstanceName |
Add any task with this instance name to a list to be canceled (not ended) next frame. | Abilities/GameplayAbility.h |
|
virtual void ConfirmActivateSucceed() |
Called on a predictive ability when the server confirms its execution | Abilities/GameplayAbility.h | |
void ConfirmTaskByInstanceName
(
FName InstanceName, |
Ability Tasks | Abilities/GameplayAbility.h |
|
void DecrementListLock() |
Decreases the scope lock count. Runs the waiting to execute delegates if the count drops to zero. | Abilities/GameplayAbility.h | |
virtual void EndAbility
(
const FGameplayAbilitySpecHandle Handle, |
Native function, called if an ability ends normally or abnormally. | Abilities/GameplayAbility.h | |
void EndAbilityState
(
FName OptionalStateNameToEnd |
Ends any active ability state task with the given name. | Abilities/GameplayAbility.h |
|
void EndOrCancelTasksByInstanceName() |
Internal function, cancels all the tasks we asked to cancel last frame (by instance name). | Abilities/GameplayAbility.h | |
void EndTaskByInstanceName
(
FName InstanceName |
Add any task with this instance name to a list to be ended (not canceled) next frame. | Abilities/GameplayAbility.h |
|
void IncrementListLock() |
Increases the scope lock count. | Abilities/GameplayAbility.h | |
bool IsEndAbilityValid
(
const FGameplayAbilitySpecHandle Handle, |
Check if the ability can be ended | Abilities/GameplayAbility.h | |
void K2_ActivateAbility () |
ActivateAbility | Abilities/GameplayAbility.h |
|
void K2_ActivateAbilityFromEvent
(
const FGameplayEventData& EventData |
Abilities/GameplayAbility.h |
|
|
virtual void K2_AddGameplayCue
(
FGameplayTag GameplayCueTag, |
Adds a persistent gameplay cue to the ability owner. Optionally will remove if ability ends | Abilities/GameplayAbility.h |
|
virtual void K2_AddGameplayCueWithParams
(
FGameplayTag GameplayCueTag, |
Adds a persistent gameplay cue to the ability owner. Optionally will remove if ability ends | Abilities/GameplayAbility.h |
|
FActiveGameplayEffectHandle K2_ApplyGameplayEffectSpecToOwner
(
const FGameplayEffectSpecHandle EffectSpecHandle |
Apply a previously created gameplay effect spec to the owner of this ability | Abilities/GameplayAbility.h |
|
TArray< FActiveGameplayEffectHandle > K2_ApplyGameplayEffectSpecToTarget
(
const FGameplayEffectSpecHandle EffectSpecHandle, |
Apply a previously created gameplay effect spec to a target | Abilities/GameplayAbility.h |
|
bool K2_CanActivateAbility
(
FGameplayAbilityActorInfo ActorInfo, |
CanActivateReturns true if this ability can be activated right now. Has no side effects | Abilities/GameplayAbility.h |
|
virtual void K2_EndAbility () |
EndAbility | Abilities/GameplayAbility.h |
|
virtual void K2_EndAbilityLocally () |
Call from blueprints to end the ability naturally. | Abilities/GameplayAbility.h |
|
virtual void K2_ExecuteGameplayCue
(
FGameplayTag GameplayCueTag, |
GameplayCue Abilities can invoke GameplayCues without having to create GameplayEffects | Abilities/GameplayAbility.h |
|
virtual void K2_ExecuteGameplayCueWithParams
(
FGameplayTag GameplayCueTag, |
Invoke a gameplay cue on the ability owner, with extra parameters | Abilities/GameplayAbility.h |
|
void K2_OnEndAbility
(
bool bWasCancelled |
Blueprint event, will be called if an ability ends normally or abnormally | Abilities/GameplayAbility.h |
|
virtual void K2_RemoveGameplayCue
(
FGameplayTag GameplayCueTag |
Removes a persistent gameplay cue from the ability owner | Abilities/GameplayAbility.h |
|
bool K2_ShouldAbilityRespondToEvent
(
FGameplayAbilityActorInfo ActorInfo, |
ShouldAbilityRespondToEvent | Abilities/GameplayAbility.h |
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FGameplayAbilityTargetingLocationInfo MakeTargetLocationInfoFromOwnerActor() |
Target DataCreates a target location from where the owner avatar is | Abilities/GameplayAbility.h |
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FGameplayAbilityTargetingLocationInfo MakeTargetLocationInfoFromOwnerSkeletalMeshComponent
(
FName SocketName |
Creates a target location from a socket on the owner avatar's skeletal mesh | Abilities/GameplayAbility.h |
|
void MontageJumpToSection
(
FName SectionName |
AnimationImmediately jumps the active montage to a section | Abilities/GameplayAbility.h |
|
| Sets pending section on active montage | Abilities/GameplayAbility.h |
|
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void MontageStop
(
float OverrideBlendOutTime |
Stops the current animation montage. | Abilities/GameplayAbility.h |
|
virtual void PostNetInit() |
Setters for temporary execution dataCalled to initialize after being created due to replication | Abilities/GameplayAbility.h | |
virtual void PreActivate
(
const FGameplayAbilitySpecHandle Handle, |
Do boilerplate init stuff and then call ActivateAbility | Abilities/GameplayAbility.h | |
virtual void SendGameplayEvent
(
FGameplayTag EventTag, |
Sends a gameplay event, also creates a prediction window | Abilities/GameplayAbility.h |
|
void SetAssetTags
(
const FGameplayTagContainer& InAbilityTags |
Allows a derived class to set the default GameplayTags that this Ability is considered to have (formerly AbilityTags). | Abilities/GameplayAbility.h | |
virtual void SetCurrentActivationInfo
(
const FGameplayAbilityActivationInfo ActivationInfo |
Modifies activation info, only safe on instanced abilities | Abilities/GameplayAbility.h | |
virtual void SetCurrentActorInfo
(
const FGameplayAbilitySpecHandle Handle, |
Modifies actor info, only safe on instanced abilities | Abilities/GameplayAbility.h | |
void SetCurrentInfo
(
const FGameplayAbilitySpecHandle Handle, |
Sets both actor and activation info | Abilities/GameplayAbility.h |