Navigation
API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGameplayEffectCalculation
- UGameplayEffectExecutionCalculation
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectExecutionCalculation.h |
| Include | #include "GameplayEffectExecutionCalculation.h" |
Syntax
UCLASS&40;BlueprintType, Blueprintable, Abstract&41;
class UGameplayEffectExecutionCalculation : public UGameplayEffectCalculation
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bRequiresPassedInTags | Used to indicate if this execution uses Passed In Tags | |
| TArray< FGameplayEffectAttributeCaptureDefinition > | InvalidScopedModifierAttributes | Any attribute in this list will not show up as a valid option for scoped modifiers; Used to allow attribute capture for internal calculation while preventing modification | |
| FGameplayTagContainer | ValidTransientAggregatorIdentifiers | Any tag in this container will show up as a valid "temporary variable" for scoped modifiers; Used to allow for data-driven variable support that doesn't rely on scoped modifiers |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UGameplayEffectExecutionCalculation
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | Returns if this execution requires passed in tags | ||
| void | Execute
(
const FGameplayEffectCustomExecutionParameters& ExecutionParams, |
Called whenever the owning gameplay effect is executed. | |
| void | GetValidScopedModifierAttributeCaptureDefinitions
(
TArray< FGameplayEffectAttributeCaptureDefinition >& OutScopableModifiers |
Gets the collection of capture attribute definitions that the calculation class will accept as valid scoped modifiers | |
| const FGameplayTagContainer & | Gets the collection of identifiers of valid transient aggregators ("temporary variable aggregators") |