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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/UGameplayEffect
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const GEComponentClass * FindComponent () |
Find and return the component of class GEComponentClass on this GE, if one exists. | GameplayEffect.h | |
const UGameplayEffectComponent * FindComponent
(
TSubclassOf< UGameplayEffectComponent > ClassToFind |
GameplayEffect.h |
FindComponent()
Description
Find and return the component of class GEComponentClass on this GE, if one exists. Note: The const is a hint that these are assets that should not be modified at runtime. If you're building your own dynamic GameplayEffect:
| Name | FindComponent |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
| Include Path | #include "GameplayEffect.h" |
template<typename GEComponentClass>
const GEComponentClass * FindComponent() const
The component matching the query (if it exists).
See Also
-
FindOrAddComponent.
FindComponent(TSubclassOf< UGameplayEffectComponent >)
| Name | FindComponent |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffect.h |
| Include Path | #include "GameplayEffect.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayEffect.cpp |
const UGameplayEffectComponent * FindComponent
(
TSubclassOf < UGameplayEffectComponent > ClassToFind
) const
the first component that derives from the passed-in ClassToFind, if one exists.