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These are tags that the Gameplay Effect Asset itself 'has' (owns). These do not transfer to any Actors
| Name | UAssetTagsGameplayEffectComponent |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectComponents/AssetTagsGameplayEffectComponent.h |
| Include Path | #include "GameplayEffectComponents/AssetTagsGameplayEffectComponent.h" |
Syntax
UCLASS (DisplayName="Tags This Effect Has (Asset Tags)", MinimalAPI)
class UAssetTagsGameplayEffectComponent : public UGameplayEffectComponent
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameplayEffectComponent → UAssetTagsGameplayEffectComponent
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InheritableAssetTags | FInheritedTagContainer | The GameplayEffect's Tags: tags the the GE has and DOES NOT give to the actor. | GameplayEffectComponents/AssetTagsGameplayEffectComponent.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FInheritedTagContainer & GetConfiguredAssetTagChanges() |
Gets the Asset Tags inherited tag structure (as configured) | GameplayEffectComponents/AssetTagsGameplayEffectComponent.h | |
void SetAndApplyAssetTagChanges
(
const FInheritedTagContainer& TagContainerMods |
Applies the Asset Tags to the GameplayEffect (and saves those changes) | GameplayEffectComponents/AssetTagsGameplayEffectComponent.h |
Overridden from UGameplayEffectComponent
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnGameplayEffectChanged() |
Needed to properly apply FInheritedTagContainer properties | GameplayEffectComponents/AssetTagsGameplayEffectComponent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Needed to properly update FInheritedTagContainer properties | GameplayEffectComponents/AssetTagsGameplayEffectComponent.h | |
virtual void PostInitProperties() |
Setup a better EditorFriendlyName and do some initialization | GameplayEffectComponents/AssetTagsGameplayEffectComponent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const FName & GetInheritableAssetTagsName() |
Get a cached version of the FProperty Name for PostEditChangeProperty | GameplayEffectComponents/AssetTagsGameplayEffectComponent.h |