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Unreal Engine C++ API Reference > 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 (BlueprintType, Blueprintable, Abstract)
class UGameplayEffectExecutionCalculation : public UGameplayEffectCalculation
Variables
Type | Name | Description | |
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bool | bRequiresPassedInTags | Used to indicate if this execution uses Passed In Tags |
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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 |
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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 | |
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UGameplayEffectExecutionCalculation
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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bool | Returns if this execution requires passed in tags | |
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void | Execute
(
const FGameplayEffectCustomExecutionParameters& ExecutionParams, |
Called whenever the owning gameplay effect is executed. |
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void | GetValidScopedModifierAttributeCaptureDefinitions
(
OUTTArray< FGameplayEffectAttributeCaptureDefinition >& OutScopableModifiers |
Gets the collection of capture attribute definitions that the calculation class will accept as valid scoped modifiers |
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const FGameplayTagContainer & | Gets the collection of identifiers of valid transient aggregators ("temporary variable aggregators") |