Navigation
API > API/Plugins > API/Plugins/GameplayAbilities
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDataAsset
- UGameplayTagReponseTable
References
Module | GameplayAbilities |
Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayTagResponseTable.h |
Include | #include "GameplayTagResponseTable.h" |
Syntax
UCLASS&40;&41;
class UGameplayTagReponseTable : public UDataAsset
Remarks
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.
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< FGameplayTagResponseTableEntry > | Entries | |
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float | LastASCPurgeTime | |
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FGameplayEffectQuery | Query | Temporary structs to avoid extra heap allocations every time we recalculate tag count |
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TMap< TWeakObjectPtr< UAbilitySystemComponent >, TArray< FGameplayTagResponseAppliedInfo > > | RegisteredASCs |
Constructors
Type | Name | Description | |
---|---|---|---|
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UGameplayTagReponseTable
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddOrUpdate
(
UAbilitySystemComponent* ASC, |
|
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int32 | GetCount
(
const FGameplayTagReponsePair& Pair, |
|
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FGameplayEffectQuery & | MakeQuery
(
const FGameplayTag& Tag |
|
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void | Registers for tag events for the given ability system component. | |
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void | Remove
(
UAbilitySystemComponent* ASC, |
|
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void | TagResponseEvent
(
const FGameplayTag Tag, |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
Classes
Type | Name | Description | |
---|---|---|---|
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FGameplayTagResponseAppliedInfo |