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API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintCore
- UBlueprint
- UGameplayAbilityBlueprint
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilityBlueprint.h |
| Include | #include "GameplayAbilityBlueprint.h" |
Syntax
UCLASS&40;BlueprintType&41;
class UGameplayAbilityBlueprint : public UBlueprint
Remarks
A Gameplay Ability Blueprint is essentially a specialized Blueprint whose graphs control a gameplay ability The ability factory should pick this for you automatically
Constructors
| Type | Name | Description | |
|---|---|---|---|
UGameplayAbilityBlueprint
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UGameplayAbilityBlueprint * | FindRootGameplayAbilityBlueprint
(
UGameplayAbilityBlueprint* DerivedBlueprint |
Returns the most base gameplay ability blueprint for a given blueprint (if it is inherited from another ability blueprint, returning null if only native / non-ability BP classes are it's parent) |
Overridden from UBlueprint
| Type | Name | Description | |
|---|---|---|---|
| bool | Should the generic blueprint factory work for this blueprint? |