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| Name | GameplayAbilities |
| Type | Runtime |
| Part of Plugins | Gameplay Abilities |
| Location | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/ |
| Module Build Rules | GameplayAbilities.Build.cs |
Classes
| Name | Remarks |
|---|---|
| AAbilitySystemDebugHUD | |
| AAbilitySystemTestPawn | |
| AGameplayAbilityTargetActor | TargetActors are spawned to assist with ability targeting. |
| AGameplayAbilityTargetActor_ActorPlacement | |
| AGameplayAbilityTargetActor_GroundTrace | |
| AGameplayAbilityTargetActor_Radius | Selects everything within a given radius of the source actor. |
| AGameplayAbilityTargetActor_SingleLineTrace | |
| AGameplayAbilityTargetActor_Trace | Intermediate base class for all line-trace type targeting actors. |
| AGameplayAbilityWorldReticle | Reticles allow targeting to be visualized. |
| AGameplayAbilityWorldReticle_ActorVisualization | This is a dummy reticle for internal use by visualization placement tasks. |
| AGameplayCueNotify_Actor | An instantiated Actor that acts as a handler of a GameplayCue. |
| AGameplayCueNotify_BurstLatent | AGameplayCueNotify_BurstLatent |
| AGameplayCueNotify_Looping | AGameplayCueNotify_Looping |
| FAbilityStateDelegate | |
| FActiveGameplayEffectIterator | |
| FActiveGameplayEffectQueryCustomMatch_Dynamic | |
| FApplyRootMotionConstantForceDelegate | |
| FApplyRootMotionJumpForceDelegate | |
| FApplyRootMotionMoveToActorForceDelegate | |
| FApplyRootMotionMoveToForceDelegate | |
| FApplyRootMotionRadialForceDelegate | |
| FAsyncWaitGameplayTagQueryDelegate | |
| FGameplayEffectAppliedSelfDelegate | |
| FGameplayEffectAppliedTargetDelegate | |
| FGameplayEffectBlockedDelegate | |
| FInputPressDelegate | |
| FInputReleaseDelegate | |
| FMontageWaitSimpleDelegate | |
| FMovementModeChangedDelegate | |
| FMoveToLocationDelegate | |
| FMovieSceneGameplayCueEvent | |
| FNetworkSyncDelegate | |
| FOnGameplayTagChangedEventWrapperSignature | Called when a gameplay tag bound to a event wrapper via one of the BindEventWrapper |
| FPlayAnimWaitSimpleDelegate | |
| FRepeatedActionDelegate | |
| FSpawnActorDelegate | |
| FVisualizeTargetingDelegate | |
| FWaitAbilityActivateDelegate | |
| FWaitAbilityCommitDelegate | |
| FWaitAttributeChangeDelegate | |
| FWaitAttributeChangeRatioThresholdDelegate | |
| FWaitAttributeChangeThresholdDelegate | |
| FWaitCancelDelegate | |
| FWaitConfirmCancelDelegate | |
| FWaitDelayDelegate | |
| FWaitGameplayEffectRemovedDelegate | |
| FWaitGameplayEffectStackChangeDelegate | |
| FWaitGameplayEventDelegate | |
| FWaitGameplayTagCountDelegate | |
| FWaitGameplayTagDelegate | |
| FWaitGameplayTagQueryDelegate | |
| FWaitOverlapDelegate | |
| FWaitTargetDataDelegate | |
| FWaitVelocityChangeDelegate | |
| UAbilitiesGameplayEffectComponent | Grants additional Gameplay Abilities to the Target of a Gameplay Effect while active |
| UAbilityAsync | AbilityAsync is a base class for ability-specific BlueprintAsyncActions. |
| UAbilityAsync_WaitAttributeChanged | |
| UAbilityAsync_WaitGameplayEffectApplied | This action listens for specific gameplay effect applications based off specified tags. |
| UAbilityAsync_WaitGameplayEvent | |
| UAbilityAsync_WaitGameplayTag | |
| UAbilityAsync_WaitGameplayTagAdded | |
| UAbilityAsync_WaitGameplayTagCountChanged | |
| UAbilityAsync_WaitGameplayTagQuery | This class defines an async node to wait on a gameplay tag query. |
| UAbilityAsync_WaitGameplayTagRemoved | |
| UAbilitySystemBlueprintLibrary | Blueprint library for ability system. |
| UAbilitySystemComponent | The core ActorComponent for interfacing with the GameplayAbilities System |
| UAbilitySystemDebugHUDExtension | An extension for the Ability System debug HUD Extensions should be used for displaying information on screen for each Ability System Actor |
| UAbilitySystemDebugHUDExtension_Attributes | Ability System Debug HUD extension for drawing attributes of an actor |
| UAbilitySystemDebugHUDExtension_BlockedAbilityTags | Ability System Debug HUD extension for drawing all blocked ability tags on an actor |
| UAbilitySystemDebugHUDExtension_Tags | Ability System Debug HUD extension for drawing all owned tags by an actor |
| UAbilitySystemGlobals | Holds global data for the ability system. |
| UAbilitySystemInterface | Interface for actors that expose access to an ability system component |
| UAbilitySystemReplicationProxyInterface | Interface for actors that act like an ability system component for replication. |
| UAbilitySystemTestAttributeSet | |
| UAbilityTask | |
| UAbilityTask_ApplyRootMotion_Base | Base class for ability tasks that apply root motion |
| UAbilityTask_ApplyRootMotionConstantForce | Applies force to character's movement |
| UAbilityTask_ApplyRootMotionJumpForce | Applies force to character's movement |
| UAbilityTask_ApplyRootMotionMoveToActorForce | Applies force to character's movement |
| UAbilityTask_ApplyRootMotionMoveToForce | Applies force to character's movement |
| UAbilityTask_ApplyRootMotionRadialForce | Applies force to character's movement |
| UAbilityTask_MoveToLocation | TODO: -Implement replicated time so that this can work as a simulated task for Join In Progress clients. |
| UAbilityTask_NetworkSyncPoint | Task for providing a generic sync point for client server (one can wait for a signal from the other) |
| UAbilityTask_PlayAnimAndWait | |
| UAbilityTask_PlayMontageAndWait | Ability task to simply play a montage. |
| UAbilityTask_Repeat | Repeat a task a certain number of times at a given interval. |
| UAbilityTask_SpawnActor | Convenience task for spawning actors on the network authority. |
| UAbilityTask_StartAbilityState | An ability state is simply an ability task that provides a way to handle the ability being interrupted. |
| UAbilityTask_VisualizeTargeting | |
| UAbilityTask_WaitAbilityActivate | Waits for the actor to activate another ability |
| UAbilityTask_WaitAbilityCommit | Waits for the actor to activate another ability |
| UAbilityTask_WaitAttributeChange | Waits for the actor to activate another ability |
| UAbilityTask_WaitAttributeChangeRatioThreshold | Waits for the ratio between two attributes to match a threshold |
| UAbilityTask_WaitAttributeChangeThreshold | Waits for an attribute to match a threshold |
| UAbilityTask_WaitCancel | |
| UAbilityTask_WaitConfirm | |
| UAbilityTask_WaitConfirmCancel | Fixme: this name is conflicting with AbilityTask_WaitConfirm UAbilityTask_WaitConfirmCancel = Wait for Targeting confirm/cancel UAbilityTask_WaitConfirm = Wait for server to confirm ability activation |
| UAbilityTask_WaitDelay | |
| UAbilityTask_WaitGameplayEffectApplied | |
| UAbilityTask_WaitGameplayEffectApplied_Self | |
| UAbilityTask_WaitGameplayEffectApplied_Target | |
| UAbilityTask_WaitGameplayEffectBlockedImmunity | |
| UAbilityTask_WaitGameplayEffectRemoved | Waits for the actor to activate another ability |
| UAbilityTask_WaitGameplayEffectStackChange | Waits for the actor to activate another ability |
| UAbilityTask_WaitGameplayEvent | |
| UAbilityTask_WaitGameplayTag | |
| UAbilityTask_WaitGameplayTagAdded | |
| UAbilityTask_WaitGameplayTagCountChanged | |
| UAbilityTask_WaitGameplayTagQuery | This class defines a node to wait on a gameplay tag query. |
| UAbilityTask_WaitGameplayTagRemoved | |
| UAbilityTask_WaitInputPress | Waits until the input is pressed from activating an ability. |
| UAbilityTask_WaitInputRelease | Waits until the input is released from activating an ability. |
| UAbilityTask_WaitMovementModeChange | |
| UAbilityTask_WaitOverlap | Fixme: this is still incomplete and probablyh not what most games want for melee systems. |
| UAbilityTask_WaitTargetData | Wait for targeting actor (spawned from parameter) to provide data. |
| UAbilityTask_WaitVelocityChange | |
| UAdditionalEffectsGameplayEffectComponent | Add additional Gameplay Effects that attempt to activate under certain conditions (or no conditions) |
| UAnimNotify_GameplayCue | UAnimNotify_GameplayCue |
| UAnimNotify_GameplayCueState | UAnimNotify_GameplayCueState |
| UAssetTagsGameplayEffectComponent | These are tags that the Gameplay Effect Asset itself 'has' (owns). |
| UAttributeSet | Defines the set of all GameplayAttributes for your game Games should subclass this and add FGameplayAttributeData properties to represent attributes like health, damage, etc AttributeSets are added to the actors as subobjects, and then registered with the AbilitySystemComponent It often desired to have several sets per project that inherit from each other You could make a base health set, then have a player set that inherits from it and adds more attributes |
| UBlockAbilityTagsGameplayEffectComponent | Handles blocking the activation of Gameplay Abilities based on Gameplay Tags for the Target actor of the owner Gameplay Effect |
| UChanceToApplyGameplayEffectComponent | Applies a probablity to the application conditions of the Gameplay Effect. |
| UCustomCanApplyGameplayEffectComponent | Handles configuration of a CustomApplicationRequirement function to see if this GameplayEffect should apply |
| UGameplayAbilitiesDeveloperSettings | Expose Global Gameplay Ability Settings in an easy to understand Developer Settings interface (usable through the Editor's Project Settings). |
| UGameplayAbilitiesEditorDeveloperSettings | |
| UGameplayAbility | Abilities define custom gameplay logic that can be activated by players or external game logic |
| UGameplayAbility_CharacterJump | Ability that jumps with a character. |
| UGameplayAbility_Montage | A gameplay ability that plays a single montage and applies a GameplayEffect |
| UGameplayAbilityBlueprint | A Gameplay Ability Blueprint is essentially a specialized Blueprint whose graphs control a gameplay ability The ability factory should pick this for you automatically |
| UGameplayAbilitySet | This is an example DataAsset that could be used for defining a set of abilities to give to an AbilitySystemComponent and bind to an input command. |
| UGameplayCueFunctionLibrary | UGameplayCueFunctionLibrary |
| UGameplayCueInterface | Interface for actors that wish to handle GameplayCue events from GameplayEffects. |
| UGameplayCueManager | Singleton manager object that handles dispatching gameplay cues and spawning GameplayCueNotify actors as needed |
| UGameplayCueNotify_Burst | UGameplayCueNotify_Burst |
| UGameplayCueNotify_HitImpact | Non instanced GameplayCueNotify for spawning particle and sound FX. |
| UGameplayCueNotify_Static | A non instantiated UObject that acts as a handler for a GameplayCue. |
| UGameplayCueSet | A set of gameplay cue actors to handle gameplay cue events |
| UGameplayCueTranslator | This is the base class for GameplayCue Translators. |
| UGameplayCueTranslator_Test | This is an example translator class. |
| UGameplayEffect | UGameplayEffect The GameplayEffect definition. |
| UGameplayEffectCalculation | Abstract base for specialized gameplay effect calculations; Capable of specifing attribute captures |
| UGameplayEffectComponent | Gameplay Effect Component (aka GEComponent) |
| UGameplayEffectCustomApplicationRequirement | Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code |
| UGameplayEffectExecutionCalculation | |
| UGameplayEffectUIData | UGameplayEffectUIData Base class to provide game-specific data about how to describe a Gameplay Effect in the UI. |
| UGameplayEffectUIData_TextOnly | UI data that contains only text. |
| UGameplayModMagnitudeCalculation | Class used to perform custom gameplay effect modifier calculations, either via blueprint or native code |
| UGameplayTagReponseTable | A data driven table for applying gameplay effects based on tag count. |
| UImmunityGameplayEffectComponent | Immunity is blocking the application of other GameplayEffectSpecs. |
| UMovieSceneGameplayCueSection | Implements a movie scene section that triggers gameplay cues |
| UMovieSceneGameplayCueTrack | Implements a movie scene track that triggers gameplay cues |
| UMovieSceneGameplayCueTriggerSection | Implements a movie scene section that triggers gameplay cues |
| URemoveOtherGameplayEffectComponent | Remove other Gameplay Effects based on certain conditions |
| UTargetTagRequirementsGameplayEffectComponent | Specifies tag requirements that the Target (owner of the Gameplay Effect) must have if this GE should apply or continue to execute |
| UTargetTagsGameplayEffectComponent | Handles granting Tags to the Target (sometimes referred to as the Owner) of the Gameplay Effect |
| UTickableAttributeSetInterface | Interface for attribute sets that need to tick to update state. These can be expensive |
Structs
| Name | Remarks |
|---|---|
| FAbilityEndedData | Ability Ended Data |
| FAbilityInstanceClassPredicate | |
| FAbilityInstanceNamePredicate | For searching through lists of ability instances. |
| FAbilityReplicatedData | Payload for generic replicated events |
| FAbilityReplicatedDataCache | Struct defining the cached data for a specific gameplay ability. |
| FAbilityTaskDebugMessage | Debug message emitted by ability tasks |
| FAbilityTriggerData | Structure that defines how an ability will be triggered by external events |
| FActiveGameplayCue | |
| FActiveGameplayCueContainer | |
| FActiveGameplayEffect | Active GameplayEffect instance -What GameplayEffect Spec -Start time -When to execute next -Replication callbacks |
| FActiveGameplayEffectEvents | Callback struct for different types of gameplay effect changes |
| FActiveGameplayEffectHandle | This handle is required for things outside of FActiveGameplayEffectsContainer to refer to a specific active GameplayEffect For example if a skill needs to create an active effect and then destroy that specific effect that it created, it has to do so through a handle. |
| FActiveGameplayEffectQuery | Generic querying data structure for active GameplayEffects. |
| FActiveGameplayEffectsContainer | Active GameplayEffects Container -Bucket of ActiveGameplayEffects -Needed for FFastArraySerialization |
| FAggregator | |
| FAggregatorEvaluateMetaData | Data that is used in aggregator evaluation that is intrinsic to the aggregator itself. |
| FAggregatorEvaluateMetaDataLibrary | |
| FAggregatorEvaluateParameters | Data that is used in aggregator evaluation that is passed from the caller/game code |
| FAggregatorMod | |
| FAggregatorModChannel | Struct representing an individual aggregation channel/depth. Contains mods of all mod op types. |
| FAggregatorModChannelContainer | Struct representing a container of modifier channels |
| FAggregatorModInfo | |
| FAggregatorRef | |
| FAsyncLoadPendingGameplayCue | While a GameplayCueNotify class is being loaded async, GameplayCue events will be deferred until load completion. |
| FAttributeBasedFloat | Struct representing a float whose magnitude is dictated by a backing attribute and a calculation policy, follows basic form of: (Coefficient * (PreMultiplyAdditiveValue + [Eval'd Attribute Value According to Policy])) + PostMultiplyAdditiveValue |
| FAttributeDefaults | Used to initialize default values for attributes |
| FAttributeMetaData | DataTable that allows us to define meta data about attributes. Still a work in progress. |
| FAttributeSetInitter | Helper struct that facilitates initializing attribute set default values from spread sheets (UCurveTable). |
| FAttributeSetInitterDiscreteLevels | Explicit implementation of attribute set initter, relying on the existence and usage of discrete levels for data look-up (that is, CurveTable->Eval is not possible) |
| FConditionalGameplayEffect | Struct for gameplay effects that apply only if another gameplay effect (or execution) was successfully applied. |
| FCustomCalculationBasedFloat | Structure to encapsulate magnitudes that are calculated via custom calculation |
| FCustomModifierDependencyHandle | Helper struct to hold data about external dependencies for custom modifiers |
| FGameplayAbilityActivationInfo | FGameplayAbilityActivationInfo |
| FGameplayAbilityActorInfo | FGameplayAbilityActorInfo |
| FGameplayAbilityBindInfo | Example struct that pairs a enum input command to a GameplayAbilityClass.6 |
| FGameplayAbilityInputBinds | Structure that tells AbilitySystemComponent what to bind to an InputComponent (see BindAbilityActivationToInputComponent) |
| FGameplayAbilityLocalAnimMontage | Data about montages that were played locally (all montages in case of server. predictive montages in case of client). |
| FGameplayAbilityRepAnimMontage | Data about montages that is replicated to simulated clients |
| FGameplayAbilityRepAnimMontageNetSerializerConfig | |
| FGameplayAbilityReplicatedDataContainer | Associative container of GameplayAbilitySpecs + PredictionKeys --> FAbilityReplicatedDataCache. |
| FGameplayAbilitySpec | An activatable ability spec, hosted on the ability system component. |
| FGameplayAbilitySpecConfig | Options on how to configure a GameplayAbilitySpec to grant an Actor |
| FGameplayAbilitySpecContainer | Fast serializer wrapper for above struct |
| FGameplayAbilitySpecDef | This is data that can be used to create an FGameplayAbilitySpec. |
| FGameplayAbilitySpecHandle | This file exists in addition so that GameplayEffect.h can use FGameplayAbilitySpec without having to include GameplayAbilityTypes.h which has dependencies on GameplayEffect.h Handle that points to a specific granted ability. |
| FGameplayAbilitySpecHandleAndPredictionKey | Used as a key for storing internal ability data |
| FGameplayAbilityTargetData | A generic structure for targeting data. |
| FGameplayAbilityTargetData_ActorArray | Target data with a source location and a list of targeted actors, makes sense for AOE attacks |
| FGameplayAbilityTargetData_LocationInfo | Target data with just a source and target location in space |
| FGameplayAbilityTargetData_SingleTargetHit | Target data with a single hit result, data is packed into the hit result |
| FGameplayAbilityTargetDataHandle | Handle for Targeting Data. |
| FGameplayAbilityTargetingLocationInfo | Structure that stores a location in one of several different formats |
| FGameplayAbilityTargetingLocationInfoFixLayout | Hacky base class to avoid 8 bytes of padding after the vtable. |
| FGameplayAbilityTargetingLocationInfoNetSerializerConfig | |
| FGameplayAttribute | Describes a FGameplayAttributeData or float property inside an attribute set. |
| FGameplayAttributeData | Place in an AttributeSet to create an attribute that can be accesed using FGameplayAttribute. |
| FGameplayCueNotify_BurstEffects | FGameplayCueNotify_BurstEffects |
| FGameplayCueNotify_CameraLensEffectInfo | FGameplayCueNotify_CameraLensEffectInfo |
| FGameplayCueNotify_CameraShakeInfo | FGameplayCueNotify_CameraShakeInfo |
| FGameplayCueNotify_DecalInfo | FGameplayCueNotify_DecalInfo |
| FGameplayCueNotify_ForceFeedbackInfo | FGameplayCueNotify_ForceFeedbackInfo |
| FGameplayCueNotify_InputDevicePropertyInfo | FGameplayCueNotify_InputDevicePropertyInfo |
| FGameplayCueNotify_LoopingEffects | FGameplayCueNotify_LoopingEffects |
| FGameplayCueNotify_ParticleInfo | FGameplayCueNotify_ParticleInfo |
| FGameplayCueNotify_PlacementInfo | FGameplayCueNotify_PlacementInfo |
| FGameplayCueNotify_SoundInfo | FGameplayCueNotify_SoundInfo |
| FGameplayCueNotify_SoundParameterInterfaceInfo | FGameplayCueNotify_SoundParameterInterfaceInfo |
| FGameplayCueNotify_SpawnCondition | FGameplayCueNotify_SpawnCondition |
| FGameplayCueNotify_SpawnContext | FGameplayCueNotify_SpawnContext |
| FGameplayCueNotify_SpawnResult | FGameplayCueNotify_SpawnResult |
| FGameplayCueNotifyActorArray | |
| FGameplayCueNotifyData | |
| FGameplayCueObjectLibrary | An ObjectLibrary for the GameplayCue Notifies. |
| FGameplayCueParameters | Metadata about a gameplay cue execution |
| FGameplayCuePendingExecute | Structure to keep track of pending gameplay cues that haven't been applied yet. |
| FGameplayCueReferencePair | |
| FGameplayCueTag | Wrapper struct around a gameplaytag with the GameplayCue category. |
| FGameplayCueTranslationEditorInfo | |
| FGameplayCueTranslationEditorOnlyData | Overview of the GameplayCueTranslator system |
| FGameplayCueTranslationLink | Represents a translation from one FGameplayCueTranslatorNode to many others. |
| FGameplayCueTranslationManager | This is the struct that does the actual translation. |
| FGameplayCueTranslationNameSwap | Basis for name swaps. This swaps FromName to ToName |
| FGameplayCueTranslatorNode | A node in our translation table/graph. |
| FGameplayCueTranslatorNodeIndex | Simple index/handle for referencing items in FGameplayCueTranslationManager::TranslationLUT |
| FGameplayEffectAttributeCaptureDefinition | Struct defining gameplay attribute capture options for gameplay effects |
| FGameplayEffectAttributeCaptureSpec | Struct used to hold the result of a gameplay attribute capture; Initially seeded by definition data, but then populated by ability system component when appropriate |
| FGameplayEffectAttributeCaptureSpecContainer | Struct used to handle a collection of captured source and target attributes |
| FGameplayEffectConstants | |
| FGameplayEffectContext | Data structure that stores an instigator and related data, such as positions and targets Games can subclass this structure and add game-specific information It is passed throughout effect execution so it is a great place to track transient information about an execution |
| FGameplayEffectContextHandle | Handle that wraps a FGameplayEffectContext or subclass, to allow it to be polymorphic and replicate properly |
| FGameplayEffectContextHandleNetSerializerConfig | |
| FGameplayEffectContextNetSerializerConfig | |
| FGameplayEffectCue | FGameplayEffectCue This is a cosmetic cue that can be tied to a UGameplayEffect. |
| FGameplayEffectCustomExecutionOutput | Struct representing the output of a custom gameplay effect execution. |
| FGameplayEffectCustomExecutionParameters | Struct representing parameters for a custom gameplay effect execution. |
| FGameplayEffectExecutionDefinition | Struct representing the definition of a custom execution for a gameplay effect. |
| FGameplayEffectExecutionScopedModifierInfo | Struct representing modifier info used exclusively for "scoped" executions that happen instantaneously. |
| FGameplayEffectModCallbackData | |
| FGameplayEffectModifiedAttribute | Saves list of modified attributes, to use for gameplay cues or later processing |
| FGameplayEffectModifierMagnitude | Struct representing the magnitude of a gameplay effect modifier, potentially calculated in numerous different ways |
| FGameplayEffectQuery | Every set condition within this query must match in order for the query to match. |
| FGameplayEffectRemovalInfo | Data struct for containing information pertinent to GameplayEffects as they are removed |
| FGameplayEffectSpec | GameplayEffect Specification. |
| FGameplayEffectSpecForRPC | This is a cut down version of the gameplay effect spec used for RPCs. |
| FGameplayEffectSpecHandle | Allows blueprints to generate a GameplayEffectSpec once and then reference it by handle, to apply it multiple times/multiple targets. |
| FGameplayEffectVersion | Gameplay Effects Data needs to be versioned (e.g. going from Monolithic to Modular) Unfortunately, the Custom Package Versioning doesn't work for this case, because we're upgrading outside of the Serialize function. |
| FGameplayEventData | Metadata for a tag-based Gameplay Event, that can activate other abilities or run ability-specific logic |
| FGameplayModEvaluationChannelSettings | Struct representing evaluation channel settings for a gameplay modifier |
| FGameplayModifierEvaluatedData | Data that describes what happened in an attribute modification. |
| FGameplayModifierInfo | FGameplayModifierInfo Tells us "Who/What we" modify Does not tell us how exactly |
| FGameplayTagBlueprintPropertyMap | Struct used to manage gameplay tag blueprint property mappings. |
| FGameplayTagBlueprintPropertyMapping | Struct used to update a blueprint property with a gameplay tag count. |
| FGameplayTagChangedEventWrapperSpec | Holds tracking data for gameplay tag change event wrappers that have been bound. |
| FGameplayTagChangedEventWrapperSpecHandle | Handle to a event wrapper listening for gameplay tag change(s) via one of the BindEventWrapper |
| FGameplayTagCountContainer | Struct that tracks the number/count of tag applications within it. |
| FGameplayTagReponsePair | |
| FGameplayTagRequirements | Encapsulate require and ignore tags |
| FGameplayTagResponseTableEntry | |
| FGameplayTargetDataFilter | Simple actor target filter, games can subclass this |
| FGameplayTargetDataFilterHandle | Polymorphic handle to filter structure that handles checking if actors should be targeted |
| FInheritedTagContainer | Structure that is used to combine tags from parent and child blueprints in a safe way |
| FMinimalGameplayCueReplicationProxy | An alternative way to replicating gameplay cues. |
| FMinimalGameplayCueReplicationProxyNetSerializerConfig | |
| FMinimalReplicationTagCountMap | Map that stores count of tags, in a form that is optimized for replication |
| FMinimalReplicationTagCountMapNetSerializerConfig | |
| FModifierSpec | Holds evaluated magnitude from a GameplayEffect modifier |
| FMovieSceneGameplayCueChannel | |
| FMovieSceneGameplayCueKey | |
| FNameSwapData | |
| FNetSerializeScriptStructCache | Container for safely replicating script struct references (constrained to a specified parent struct) |
| FOnAttributeChangeData | Temporary parameter struct used when an attribute has changed |
| FPreallocationInfo | Struct for pooling and preallocating gameplaycuenotify_actor classes. |
| FPredictionKey | Overview of Gameplay Ability Prediction |
| FPredictionKeyDelegates | This is a data structure for registering delegates associated with prediction key rejection and replicated state 'catching up'. |
| FReplicatedPredictionKeyItem | |
| FReplicatedPredictionKeyMap | |
| FScalableFloat | Generic numerical value in the form Value * Curve[Level] |
| FScopeCurrentGameplayEffectBeingApplied | Scope object that indicates when a gameplay effect is being applied |
| FScopedAbilityListLock | Used to stop us from removing abilities from an ability system component while we're iterating through the abilities |
| FScopedActiveGameplayEffectLock | FScopedActiveGameplayEffectLock Provides a mechanism for locking the active gameplay effect list while possibly invoking callbacks into gamecode. |
| FScopedAggregatorOnDirtyBatch | Allows us to batch all aggregator OnDirty calls within a scope. |
| FScopedCanActivateAbilityLogEnabler | |
| FScopedDiscardPredictions | Discard the predictions that occur within this window. |
| FScopedGameplayCueSendContext | FScopedGameplayCueSendContext Add this around code that sends multiple gameplay cues to allow grouping them into a smalkler number of cues for more efficient networking |
| FScopedPredictionWindow | A structure for allowing scoped prediction windows. |
| FScopedServerAbilityRPCBatcher | Helper struct for defining ServerRPC batch windows. If null ASC is passed in, this becomes a noop. |
| FScopedTargetListLock | Used to stop us from canceling or ending an ability while we're iterating through its gameplay targets |
| FServerAbilityRPCBatch | This struct holds state to batch server RPC calls: ServerTryActivateAbility, ServerSetReplicatedTargetData, ServerEndAbility. |
| FSetByCallerFloat | Struct for holding SetBytCaller data |
| FTagContainerAggregator | Structure used to combine tags from different sources during effect execution |
| FWorldReticleParameters |
Interfaces
| Name | Remarks |
|---|---|
| IAbilitySystemInterface | |
| IAbilitySystemReplicationProxyInterface | |
| IGameplayAbilitiesModule | The public interface to this module |
| IGameplayCueInterface | |
| ITickableAttributeSetInterface |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FAbilityEnded | TMulticastDelegate_OneParam< void, UGameplayAbility * > | Called when ability ends | AbilitySystemComponent.h |
| FAbilityFailedDelegate | TMulticastDelegate_TwoParams< void, const UGameplayAbility *, const FGameplayTagContainer & > | Called when ability fails to activate, passes along the failed ability and a tag explaining why | AbilitySystemComponent.h |
| FAbilitySpecDirtied | TMulticastDelegate_OneParam< void, const FGameplayAbilitySpec & > | Notify interested parties that ability spec has been modified | AbilitySystemComponent.h |
| FAbilitySystemComponentPredictionKeyClear | TMulticastDelegate_NoParams< void > | Used for cleaning up predicted data on network clients | Abilities/GameplayAbilityTypes.h |
| FAbilityTargetData | TMulticastDelegate_OneParam< void, const FGameplayAbilityTargetDataHandle & > | Generic callback for returning when target data is available | Abilities/GameplayAbilityTargetTypes.h |
| FAbilityTargetDataSetDelegate | TMulticastDelegate_TwoParams< void, const FGameplayAbilityTargetDataHandle &, FGameplayTag > | Generic callback for returning when target data is available | Abilities/GameplayAbilityTargetTypes.h |
| FActiveGameplayEffectQueryCustomMatch | TBaseDelegate_OneParam< bool, const FActiveGameplayEffect & > | GameplayEffect.h | |
| FDeferredTagChangeDelegate | TBaseDelegate_NoParams< void > | GameplayEffectTypes.h | |
| FGameplayAbilityEndedDelegate | TMulticastDelegate_OneParam< void, const FAbilityEndedData & > | Notification delegate definition for when the gameplay ability ends | Abilities/GameplayAbilityTypes.h |
| FGameplayCueNotify_SurfaceMask | uint64 | GameplayCueNotifyTypes.h | |
| FGameplayCueProxyTick | TBaseDelegate_OneParam< void, float > | GameplayCueManager.h | |
| FGameplayEffectApplicationQuery | TBaseDelegate_TwoParams< bool, const FActiveGameplayEffectsContainer &, const FGameplayEffectSpec & > | We allow a list of delegates to decide if the application of a Gameplay Effect can be blocked. | AbilitySystemComponent.h |
| FGameplayEventMulticastDelegate | TMulticastDelegate_OneParam< void, const FGameplayEventData * > | Delegate for handling gameplay event data | Abilities/GameplayAbilityTypes.h |
| FGameplayEventTagMulticastDelegate | TMulticastDelegate_TwoParams< void, FGameplayTag, const FGameplayEventData * > | Delegate for handling gameplay event data, includes tag as the Event Data does not always have it filled out | Abilities/GameplayAbilityTypes.h |
| FGenericAbilityDelegate | TMulticastDelegate_OneParam< void, UGameplayAbility * > | Generic delegate for ability 'events'/notifies | Abilities/GameplayAbilityTypes.h |
| FGetGameplayTags | TBaseDelegate_NoParams< FGameplayTagContainer > | GameplayEffectTypes.h | |
| FImmunityBlockGE | TMulticastDelegate_TwoParams< void, const FGameplayEffectSpec &, const FActiveGameplayEffect * > | Notifies when GameplayEffectSpec is blocked by an ActiveGameplayEffect due to immunity | AbilitySystemComponent.h |
| FOnAbilitySystemAssetFoundDelegate | TMulticastDelegate_TwoParams< void, FString, int > | AbilitySystemGlobals.h | |
| FOnAbilitySystemAssetOpenedDelegate | TMulticastDelegate_TwoParams< void, FString, int > | Called when ability fails to activate, passes along the failed ability and a tag explaining why | AbilitySystemGlobals.h |
| FOnActiveGameplayEffectInhibitionChanged | TMulticastDelegate_TwoParams< void, FActiveGameplayEffectHandle, bool > | GameplayEffectTypes.h | |
| FOnActiveGameplayEffectRemoved_Info | TMulticastDelegate_OneParam< void, const FGameplayEffectRemovalInfo & > | GameplayEffectTypes.h | |
| FOnActiveGameplayEffectStackChange | TMulticastDelegate_ThreeParams< void, FActiveGameplayEffectHandle, int32, int32 > | GameplayEffectTypes.h | |
| FOnActiveGameplayEffectTimeChange | TMulticastDelegate_ThreeParams< void, FActiveGameplayEffectHandle, float, float > | GameplayEffectTypes.h | |
| FOnExternalGameplayModifierDependencyChange | TMulticastDelegate_NoParams< void > | GameplayEffectTypes.h | |
| FOnGameplayAbilityCancelled | TMulticastDelegate_NoParams< void > | Notification delegate definition for when the gameplay ability is cancelled | Abilities/GameplayAbility.h |
| FOnGameplayAbilityEnded | TMulticastDelegate_OneParam< void, UGameplayAbility * > | UGameplayAbility | Abilities/GameplayAbility.h |
| FOnGameplayAbilityStateEnded | TMulticastDelegate_OneParam< void, FName > | Used to notify ability state tasks that a state is being ended | Abilities/GameplayAbility.h |
| FOnGameplayAttributeChange | TMulticastDelegate_TwoParams< void, float, const FGameplayEffectModCallbackData * > | This is deprecated, use FOnGameplayAttributeValueChange. | GameplayEffectTypes.h |
| FOnGameplayAttributeEffectExecuted | TBaseDelegate_OneParam< void, struct FGameplayModifierEvaluatedData & > | GameplayEffectTypes.h | |
| FOnGameplayAttributeValueChange | TMulticastDelegate_OneParam< void, const FOnAttributeChangeData & > | GameplayEffectTypes.h | |
| FOnGameplayCueNotifyChange | TMulticastDelegate_NoParams< void > | Delegate for when GC notifies are added or removed from manager | GameplayCue_Types.h |
| FOnGameplayCueNotifySetLoaded | TBaseDelegate_OneParam< void, TArray< FSoftObjectPath > > | GameplayCueManager.h | |
| FOnGameplayEffectTagCountChanged | TMulticastDelegate_TwoParams< void, const FGameplayTag, int32 > | GameplayEffectTypes.h | |
| FOnGivenActiveGameplayEffectRemoved | TMulticastDelegate_OneParam< void, const FActiveGameplayEffect & > | GameplayEffectTypes.h | |
| FOnTargetActorSwapped | TMulticastDelegate_TwoParams< void, AActor *, AActor * > | This delegate can be used to support target swapping on abilities. | Abilities/Tasks/AbilityTask_ApplyRootMotion_Base.h |
| FPostLockDelegate | TBaseDelegate_NoParams< void > | Used to delay execution until we leave a critical section | Abilities/GameplayAbility.h |
| FPredictionKeyEvent | TBaseDelegate_NoParams< void > | GameplayPrediction.h | |
| FRegisterGameplayTagChangeDelegate | TBaseDelegate_OneParam< FOnGameplayEffectTagCountChanged &, FGameplayTag > | GameplayEffectTypes.h | |
| FShouldLoadGCNotifyDelegate | TBaseDelegate_TwoParams< bool, const FAssetData &, FName > | GameplayCueManager.h | |
| FTargetingRejectedConfirmation | TMulticastDelegate_OneParam< void, int32 > | UAbilitySystemComponent | AbilitySystemComponent.h |
Enums
Public
| Name | Remarks |
|---|---|
| EAbilityGenericReplicatedEvent::Type | These are generic, nonpayload carrying events that are replicated between the client and server |
| EAbilityTaskNetSyncType | |
| EAbilityTaskWaitState | AbilityTasks are small, self contained operations that can be performed while executing an ability. |
| EAlignHorizontal::Type | |
| EAlignVertical::Type | |
| EAttributeBasedFloatCalculationType | Enumeration outlining the possible attribute based float calculation policies. |
| EConsiderPending | When performing actions (such as gathering activatable abilities), how do we deal with Pending items (e.g. abilities not yet added or removed) |
| EGameplayAbilityActivationMode::Type | Describes the status of activating this ability, this is updated as prediction is handled |
| EGameplayAbilityInputBinds::Type | This is an example input binding enum for GameplayAbilities. |
| EGameplayAbilityInstancingPolicy::Type | How the ability is instanced when executed. |
| EGameplayAbilityNetExecutionPolicy::Type | Where does an ability execute on the network. |
| EGameplayAbilityNetSecurityPolicy::Type | What protections does this ability have? Should the client be allowed to request changes to the execution of the ability? |
| EGameplayAbilityReplicationPolicy::Type | How an ability replicates state/events to everyone on the network |
| EGameplayAbilityTargetingLocationType::Type | What type of location calculation to use when an ability asks for our transform |
| EGameplayAbilityTriggerSource::Type | Defines what type of trigger will activate the ability, paired to a tag |
| EGameplayCueEvent::Type | Indicates what type of action happened to a specific gameplay cue tag. |
| EGameplayCueExecutionOptions | Options to specify what parts of gameplay cue execution should be skipped |
| EGameplayCueNotify_AttachPolicy | EGameplayCueNotify_AttachPolicy |
| EGameplayCueNotify_EffectPlaySpace | The Gameplay Cue Notify structs below cannot be inherited, but they are now exposed and can be aggregated. |
| EGameplayCueNotify_LocallyControlledPolicy | EGameplayCueNotify_LocallyControlledPolicy |
| EGameplayCueNotify_LocallyControlledSource | EGameplayCueNotify_LocallyControlledSource |
| EGameplayCuePayloadType | Describes what type of payload is attached to a cue execution, we only replicate what is needed |
| EGameplayEffectAttributeCaptureSource | Enumeration for options of where to capture gameplay attributes from for gameplay effects. |
| EGameplayEffectDurationType | Gameplay effect duration policies |
| EGameplayEffectGrantedAbilityRemovePolicy | Describes what happens when a GameplayEffect, that is granting an active ability, is removed from its owner. |
| EGameplayEffectMagnitudeCalculation | Enumeration outlining the possible gameplay effect magnitude calculation policies. |
| EGameplayEffectPeriodInhibitionRemovedPolicy | Enumeration of policies for dealing with the period of a gameplay effect when inhibition is removed |
| EGameplayEffectReplicationMode | How gameplay effects will be replicated to clients |
| EGameplayEffectScopedModifierAggregatorType | Enumeration representing the types of scoped modifier aggregator usages available |
| EGameplayEffectStackingDurationPolicy | Enumeration of policies for dealing with duration of a gameplay effect while stacking |
| EGameplayEffectStackingExpirationPolicy | Enumeration of policies for dealing gameplay effect stacks that expire (in duration based effects). |
| EGameplayEffectStackingPeriodPolicy | Enumeration of policies for dealing with the period of a gameplay effect while stacking |
| EGameplayEffectStackingType | Enumeration for ways a single GameplayEffect asset can stack. |
| EGameplayEffectVersion | The version of the UGameplayEffect. |
| EGameplayModEvaluationChannel | Valid gameplay modifier evaluation channels; Displayed and renamed via game-specific aliases and options |
| EGameplayModOp::Type | Defines the ways that mods will modify attributes. |
| EGameplayTagEventType::Type | Rather a tag was added or removed, used in callbacks |
| EGameplayTargetingConfirmation::Type | Describes how the targeting information is confirmed |
| EGasPredictionKeyResult | Possible results when evaluating how to deal with an FPredictionKey |
| ERepAnimPositionMethod | Enum used by the Ability Rep Anim Montage struct to rep the quantized position or the current section id |
| ERootMotionMoveToActorTargetOffsetType | |
| ETargetDataFilterSelf::Type | Set rather it is possible to target self |
| EWaitAttributeChangeComparison::Type | |
| EWaitGameplayTagQueryTriggerCondition | This enum defines the condition in which the wait gameplay tag query node will trigger. |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CueClass | FObjectKey | GameplayCue_Types.h | ||
| OptionalInstigatorActor | FObjectKey | Struct that is used by the gameplaycue manager to tie an instanced gameplaycue to the calling gamecode. | GameplayCue_Types.h | |
| OptionalSourceObject | FObjectKey | GameplayCue_Types.h | ||
| STATCAT_Advanced | AbilitySystemStats.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FString EGameplayCueEventToString
(
int32 Type |
GameplayEffectTypes.h | ||
FString EGameplayModEffectToString
(
int32 Type |
GameplayEffectTypes.h | ||
FString EGameplayModOpToString
(
int32 Type |
Wrappers to convert enum to string. These are fairly slow | GameplayEffectTypes.h | |
FString EGameplayModToString
(
int32 Type |
GameplayEffectTypes.h | ||
bool EvaluateChannel
(
const FMovieSceneGameplayCueChannel* InChannel, |
Sequencer/MovieSceneGameplayCueSections.h | ||
const GEComponentClass * FindParentComponent
(
const GEComponentClass& ChildComponent |
Find the same component in the parent of the passed-in GameplayEffect. Useful for having a child component inherit properties from the parent (e.g. inherited tags). | GameplayEffectComponent.h | |
float GameplayEffectUtilities::ComputeStackedModifierMagnitude
(
float BaseComputedMagnitude, |
Helper function to compute the stacked modifier magnitude from a base magnitude, given a stack count and modifier operation | GameplayEffectTypes.h | |
float GameplayEffectUtilities::GetModifierBiasByModifierOp
(
EGameplayModOp::Type ModOp |
Helper function to retrieve the modifier bias based upon modifier operation | GameplayEffectTypes.h | |
PRAGMA_DISABLE_DEPRECATION_WARNINGSuint32 GetTypeHash
(
const FGCNotifyActorKey& Key |
GameplayCue_Types.h | ||
void InitGameplayEffectContextHandleNetSerializerTypeCache() |
Serialization/GameplayEffectContextHandleNetSerializer.h | ||
bool operator!
(
EConsiderPending E |
AbilitySystemComponent.h | ||
bool operator!
(
EGameplayCueExecutionOptions E |
GameplayCueManager.h | ||
EConsiderPending operator&
(
EConsiderPending Lhs, |
AbilitySystemComponent.h | ||
| GameplayCueManager.h | |||
EConsiderPending & operator&=
(
EConsiderPending& Lhs, |
AbilitySystemComponent.h | ||
| GameplayCueManager.h | |||
EConsiderPending operator^
(
EConsiderPending Lhs, |
AbilitySystemComponent.h | ||
| GameplayCueManager.h | |||
EConsiderPending & operator^=
(
EConsiderPending& Lhs, |
AbilitySystemComponent.h | ||
| GameplayCueManager.h | |||
EConsiderPending operator|
(
EConsiderPending Lhs, |
AbilitySystemComponent.h | ||
| GameplayCueManager.h | |||
EConsiderPending & operator|=
(
EConsiderPending& Lhs, |
AbilitySystemComponent.h | ||
| GameplayCueManager.h | |||
| AbilitySystemComponent.h | |||
| GameplayCueManager.h | |||
bool operator==
(
const FGCNotifyActorKey& Other |
GameplayCue_Types.h |