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Remove other Gameplay Effects based on certain conditions
| Name | URemoveOtherGameplayEffectComponent |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectComponents/RemoveOtherGameplayEffectComponent.h |
| Include Path | #include "GameplayEffectComponents/RemoveOtherGameplayEffectComponent.h" |
Syntax
UCLASS (DisplayName="Remove Other Effects", MinimalAPI)
class URemoveOtherGameplayEffectComponent : public UGameplayEffectComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayEffectComponent → URemoveOtherGameplayEffectComponent
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
URemoveOtherGameplayEffectComponent() |
Constructor to set EditorFriendlyName | GameplayEffectComponents/RemoveOtherGameplayEffectComponent.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| RemoveGameplayEffectQueries | TArray< FGameplayEffectQuery > | On Application of the owning Gameplay Effect, any Active GameplayEffects that match these queries will be removed. | GameplayEffectComponents/RemoveOtherGameplayEffectComponent.h |
|
Functions
Public
Overridden from UGameplayEffectComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnGameplayEffectApplied
(
FActiveGameplayEffectsContainer& ActiveGEContainer, |
We will re-run RemoveGameplayEffectQueries every time the owning Gameplay Effect is applied. | GameplayEffectComponents/RemoveOtherGameplayEffectComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
Warn about periodic Gameplay Effects, that you probably instead want the OngoingTagRequirements in TagRequirementsGameplayEffectComponent | GameplayEffectComponents/RemoveOtherGameplayEffectComponent.h |