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API > API/Plugins > API/Plugins/GameplayAbilities
| Name | UGameplayEffectExecutionCalculation |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectExecutionCalculation.h |
| Include Path | #include "GameplayEffectExecutionCalculation.h" |
Syntax
UCLASS (BlueprintType, Blueprintable, Abstract, MinimalAPI)
class UGameplayEffectExecutionCalculation : public UGameplayEffectCalculation
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayEffectCalculation → UGameplayEffectExecutionCalculation
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameplayEffectExecutionCalculation
(
const FObjectInitializer& ObjectInitializer |
GameplayEffectExecutionCalculation.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DoesRequirePassedInTags() |
Returns if this execution requires passed in tags | GameplayEffectExecutionCalculation.h | |
void Execute
(
const FGameplayEffectCustomExecutionParameters& ExecutionParams, |
Called whenever the owning gameplay effect is executed. | GameplayEffectExecutionCalculation.h |
|
virtual void GetValidScopedModifierAttributeCaptureDefinitions
(
TArray< FGameplayEffectAttributeCaptureDefinition >& OutScopableModifiers |
Gets the collection of capture attribute definitions that the calculation class will accept as valid scoped modifiers | GameplayEffectExecutionCalculation.h | |
virtual const FGameplayTagContainer & GetValidTransientAggregatorIdentifiers() |
Gets the collection of identifiers of valid transient aggregators ("temporary variable aggregators") | GameplayEffectExecutionCalculation.h |