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This file has the implementation of the Gameplay Ability Audit code. You can right-click on assets and select "Audit" which will produce a DataTable with useful information. The trick to do a full audit is to select all of the GameplayAbility Blueprints in the Content Browser (use filter 'NativeParentClass=GameplayAbility'), then right-click and select the Audit Context Menu Item
You can extend this functionality in your own project in two simple steps: Step 1: Derive your own audit Data Table Row from FGameplayAbilityAuditRow. Step 2: Override FillDataFromGameplayAbilityBlueprint in your derived class for any Blueprint code (e.g. node / flow inspection). Step 3: Override FillDataFromGameplayAbility in your derived class for any data/variable inspection (e.g. you've made your own UGameplayAbility-derived type).
Some magic in the namespace MenuExtension_GameplayAbilityBlueprintAudit should pick up your derived class and use it (assuming one derived row type per project). This enum indicates what flow the Blueprint takes once activated (or native if not Activate is not handled by Blueprints)
| Name | EGameplayAbilityActivationPath |
| Type | enum |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilitiesEditor/Public/GameplayAbilityAudit.h |
| Include Path | #include "GameplayAbilityAudit.h" |
Syntax
enum EGameplayAbilityActivationPath
{
Native,
Blueprint,
FromEvent,
}
Values
| Name | Remarks |
|---|---|
| Native | |
| Blueprint | |
| FromEvent |