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API > API/Plugins > API/Plugins/GameplayAbilities
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h |
| Include | #include "GameplayEffectTypes.h" |
Syntax
USTRUCT ()
struct FGameplayTagBlueprintPropertyMapping
Remarks
Struct used to update a blueprint property with a gameplay tag count. The property is automatically updated as the gameplay tag count changes. It only supports boolean, integer, and float properties.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FDelegateHandle | DelegateHandle | Handle to delegate bound on the ability system component. | |
| FGuid | PropertyGuid | Guid of property being edited. | |
| FName | PropertyName | Name of property being edited. | |
| TFieldPath< FProperty > | PropertyToEdit | Property to update with the gameplay tag count. | |
| FGameplayTag | TagToMap | Gameplay tag being counted. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FGameplayTagBlueprintPropertyMapping
(
const FGameplayTagBlueprintPropertyMapping& Other |
Operators
| Type | Name | Description | |
|---|---|---|---|
| FGameplayTagBlueprintPropertyMapping & | operator=
(
const FGameplayTagBlueprintPropertyMapping& Other |
Pretty weird that the assignment operator copies the handle when the copy constructor doesn't - bug? |