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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/UGameplayEffectComponent
- UGameplayEffectComponent::OnActiveGameplayEffectAdded()
- UAbilitiesGameplayEffectComponent::OnActiveGameplayEffectAdded()
- UAdditionalEffectsGameplayEffectComponent::OnActiveGameplayEffectAdded()
- UImmunityGameplayEffectComponent::OnActiveGameplayEffectAdded()
- UTargetTagRequirementsGameplayEffectComponent::OnActiveGameplayEffectAdded()
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectComponent.h |
| Include | #include "GameplayEffectComponent.h" |
virtual bool OnActiveGameplayEffectAdded
(
FActiveGameplayEffectsContainer & ActiveGEContainer,
FActiveGameplayEffect & ActiveGE
) const
Remarks
Called when a Gameplay Effect is Added to the ActiveGameplayEffectsContainer. GE's are added to that container when they have duration (or are predicting locally). Note: This also occurs as a result of replication (e.g. when the server replicates a GE to the owning client including the 'duplicate' GE after a prediction). Return if the effect should remain active, or false to inhibit. Note: Inhibit does not remove the effect (it remains added but dormant, waiting to uninhibit).