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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. a pointer or index into the active list is not sufficient. These are not synchronized between clients and server.
| Name | FActiveGameplayEffectHandle |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/ActiveGameplayEffectHandle.h |
| Include Path | #include "ActiveGameplayEffectHandle.h" |
Syntax
USTRUCT (BlueprintType )
struct FActiveGameplayEffectHandle
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Construct an invalid handle typically used to indicate failure of a Gameplay Effect to execute | ActiveGameplayEffectHandle.h | ||
FActiveGameplayEffectHandle
(
int32 InHandle |
This constructor has been deprecated since it leaks internal implementation, leaves the Owning ASC undefined, and it's not always clear what the intent of the caller is. | ActiveGameplayEffectHandle.h | |
FActiveGameplayEffectHandle
(
UAbilitySystemComponent* InOwningASC |
ActiveGameplayEffectHandle.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bPassedFiltersAndWasExecuted | bool | ActiveGameplayEffectHandle.h | ||
| Handle | int32 | ActiveGameplayEffectHandle.h | ||
| WeakOwningASC | TWeakObjectPtr< UAbilitySystemComponent > | ActiveGameplayEffectHandle.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Returns the ability system component that currently has the ActiveGameplayEffect this handle represents. | ActiveGameplayEffectHandle.h | ||
void Invalidate() |
Reset the handle to a default (invalid) state | ActiveGameplayEffectHandle.h | |
bool IsValid () |
True if this is/was tracking an active (non-instant) gameplay effect. | ActiveGameplayEffectHandle.h | |
void RemoveFromGlobalMap() |
ActiveGameplayEffectHandle.h | ||
FString ToString() |
ActiveGameplayEffectHandle.h | ||
bool WasSuccessfullyApplied () |
True if this applied a gameplay effect. | ActiveGameplayEffectHandle.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FActiveGameplayEffectHandle GenerateNewHandle
(
UAbilitySystemComponent* OwningComponent |
Generates a new handle, it will be set to successfully applied. | ActiveGameplayEffectHandle.h | |
| Get a handle that represents an Instant (non-duration) Gameplay Effect. | ActiveGameplayEffectHandle.h | ||
static void ResetGlobalHandleMap() |
ActiveGameplayEffectHandle.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FActiveGameplayEffectHandle& Other |
ActiveGameplayEffectHandle.h | ||
bool operator==
(
const FActiveGameplayEffectHandle& Other |
ActiveGameplayEffectHandle.h |