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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/UGameplayEffectComponent
- UGameplayEffectComponent::CanGameplayEffectApply()
- UCustomCanApplyGameplayEffectComponent::CanGameplayEffectApply()
- UChanceToApplyGameplayEffectComponent::CanGameplayEffectApply()
- UTargetTagRequirementsGameplayEffectComponent::CanGameplayEffectApply()
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectComponent.h |
| Include | #include "GameplayEffectComponent.h" |
virtual bool CanGameplayEffectApply
&40;
const FActiveGameplayEffectsContainer & ActiveGEContainer,
const FGameplayEffectSpec & GESpec
&41; const
Remarks
Can the GameplayEffectSpec apply to the passed-in ASC? All Components of the GE must return true, or a single one can return false to prohibit the application. Note: Application and Inhibition are two separate things. If a GE can apply, we then either Add it (if it has duration/prediction) or Execute it (if it's instant).