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A data driven table for applying gameplay effects based on tag count. This allows designers to map a "tag count" -> "response Gameplay Effect" relationship.
For example, "for every count of "Status.Haste" I get 1 level of GE_Response_Haste. This class facilitates building this table and automatically registering and responding to tag events on the ability system component.
| Name | UGameplayTagReponseTable |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayTagResponseTable.h |
| Include Path | #include "GameplayTagResponseTable.h" |
Syntax
UCLASS (MinimalAPI)
class UGameplayTagReponseTable : public UDataAsset
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDataAsset → UGameplayTagReponseTable
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameplayTagReponseTable
(
const FObjectInitializer& ObjectInitializer |
GameplayTagResponseTable.h |
Structs
| Name | Remarks |
|---|---|
| FGameplayTagResponseAppliedInfo |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Entries | TArray< FGameplayTagResponseTableEntry > | GameplayTagResponseTable.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void RegisterResponseForEvents
(
UAbilitySystemComponent* ASC |
Registers for tag events for the given ability system component. | GameplayTagResponseTable.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
GameplayTagResponseTable.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddOrUpdate
(
UAbilitySystemComponent* ASC, |
GameplayTagResponseTable.h | ||
int32 GetCount
(
const FGameplayTagReponsePair& Pair, |
GameplayTagResponseTable.h | ||
FGameplayEffectQuery & MakeQuery
(
const FGameplayTag& Tag |
GameplayTagResponseTable.h | ||
void Remove
(
UAbilitySystemComponent* ASC, |
GameplayTagResponseTable.h | ||
void TagResponseEvent
(
const FGameplayTag Tag, |
GameplayTagResponseTable.h |