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API > API/Plugins > API/Plugins/GameplayAbilitiesEditor
Inheritance Hierarchy
- FTableRowBase
- FGameplayAbilityAuditRow
References
| Module | GameplayAbilitiesEditor |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilitiesEditor/Public/GameplayAbilityAudit.h |
| Include | #include "GameplayAbilityAudit.h" |
Syntax
USTRUCT&40;BlueprintInternalUseOnlyHierarchical&41;
struct FGameplayAbilityAuditRow : public FTableRowBase
Remarks
This contains all of the data we gather about a Blueprint during the Audit process
Variables
| Type | Name | Description | |
|---|---|---|---|
| EGameplayAbilityActivationPath | ActivationPath | Does the Blueprint override Activate, ActivateByEvent, or is it left up to Native code? | |
| TArray< FString > | AsyncTasks | List of AsyncTasks the Blueprint uses | |
| bool | bChecksCostManually | Does the Blueprint CheckCosts? If so it's an indication that this ability is a multi-step ability. | |
| bool | bCommitAbility | Does the Blueprint Commit? If not (and we are a non-native BP), the costs will never apply and we are breaking our expected flow. | |
| bool | bOverridesCanActivate | Does the Blueprint implement CanActivate? It can be an indication that there are complex rules for triggering. | |
| bool | bOverridesShouldAbilityRespondToEvent | Does the Blueprint implement ShouldAbilityRespondToEvent? It can be an indication that there are complex rules for triggering. | |
| FName | CooldownGE | If the GameplayAbility has a Cooldown GameplayEffect, this field will tell us which one it's using. | |
| FName | CostGE | If the GameplayAbility has a Cost GameplayEffect, this field will tell us which one it's using. | |
| EGameplayAbilityEndInBlueprints | EndAbility | How does the Blueprint call EndAbility? If missing, this Ability can be assumed to be a persistent one and removed from Gameplay code (e.g. while tags are active) | |
| TArray< FName > | Functions | List of functions the Blueprint calls | |
| TArray< FName > | MutatedVariables | List of Variables the Blueprint mutates | |
| TEnumAsByte< EGameplayAbilityNetExecutionPolicy::Type > | NetExecutionPolicy | The NetExecutionPolicy of the GameplayAbility | |
| TEnumAsByte< EGameplayAbilityNetSecurityPolicy::Type > | NetSecurityPolicy | The NetSecurityPolicy of the GameplayAbility | |
| TEnumAsByte< EGameplayAbilityReplicationPolicy::Type > | ReplicationPolicy | The Replication Policy which controls if the instance itself is replicated (and therefore controls variable replication) |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | FillDataFromGameplayAbility
(
const UGameplayAbility& GameplayAbility |
Fill this structure with data from a UGameplayAbility (likely compiled from a UBlueprint). | |
| void | FillDataFromGameplayAbilityBlueprint
(
const UBlueprint& GameplayAbilityBlueprint |
Fill this structure with data from a UBlueprint (GameplayAbility asset). |