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API > API/Plugins > API/Plugins/GameplayAbilities
This is an example DataAsset that could be used for defining a set of abilities to give to an AbilitySystemComponent and bind to an input command. Your project is free to implement this however it wants!
| Name | UGameplayAbilitySet |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilitySet.h |
| Include Path | #include "GameplayAbilitySet.h" |
Syntax
UCLASS (MinimalAPI)
class UGameplayAbilitySet : public UDataAsset
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDataAsset → UGameplayAbilitySet
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameplayAbilitySet
(
const FObjectInitializer& ObjectInitializer |
GameplayAbilitySet.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Abilities | TArray< FGameplayAbilityBindInfo > | GameplayAbilitySet.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void GiveAbilities
(
UAbilitySystemComponent* AbilitySystemComponent |
GameplayAbilitySet.h |