code: static void BroadcastRejectedDelegate ( [FPredictionKey::KeyType](API\Plugins\GameplayAbilities\FPredictionKey\KeyType) Key )


module: GameplayAbilities

code: static void BroadcastCaughtUpDelegate ( [FPredictionKey::KeyType](API\Plugins\GameplayAbilities\FPredictionKey\KeyType) Key )


code: static void AddDependency ( [FPredictionKey::KeyType](API\Plugins\GameplayAbilities\FPredictionKey\KeyType) ThisKey, [FPredictionKey::KeyType](API\Plugins\GameplayAbilities\FPredictionKey\KeyType) DependsOn )


code: static void CatchUpTo ( [FPredictionKey::KeyType](API\Plugins\GameplayAbilities\FPredictionKey\KeyType) Key )


code: static [FPredictionKeyEvent](API\Plugins\GameplayAbilities\FPredictionKeyEvent) & NewCaughtUpDelegate ( [FPredictionKey::KeyType](API\Plugins\GameplayAbilities\FPredictionKey\KeyType) Key )


code: static [FPredictionKeyDelegates](API\Plugins\GameplayAbilities\FPredictionKeyDelegates) & Get()


code: static [FPredictionKeyEvent](API\Plugins\GameplayAbilities\FPredictionKeyEvent) & NewRejectedDelegate ( [FPredictionKey::KeyType](API\Plugins\GameplayAbilities\FPredictionKey\KeyType) Key )


code: static void NewRejectOrCaughtUpDelegate ( [FPredictionKey::KeyType](API\Plugins\GameplayAbilities\FPredictionKey\KeyType) Key, [FPredictionKeyEvent](API\Plugins\GameplayAbilities\FPredictionKeyEvent) NewEvent )


code: static void Reject ( [FPredictionKey::KeyType](API\Plugins\GameplayAbilities\FPredictionKey\KeyType) Key )


className: FPredictionKeyDelegates

description: This is a data structure for registering delegates associated with prediction key rejection and replicated state 'catching up'. Delegates should be registered that revert side effects created with prediction keys.

code: struct FPredictionKeyDelegates

DelegateMap

type: TMap<FPredicti...


className: FRegisterGameplayTagChangeDelegate

code: typedef TBaseDelegate_OneParam< [FOnGameplayEffectTagCountChanged](API\Plugins\GameplayAbilities\FOnGameplayEffectTagCountChanged) &, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) > FRegisterGameplayTagChangeDelegate


className: FPredictionKeyEvent

code: typedef TBaseDelegate_NoParams< void > FPredictionKeyEvent


code: [FReplicatedPredictionKeyItem](API\Plugins\GameplayAbilities\FReplicatedPredictionKeyItem) & operator= ( [FReplicatedPredictionKeyItem](API\Plugins\GameplayAbilities\FReplicatedPredictionKeyItem) && other )


className: FDelegates

code: struct FDelegates

CaughtUpDelegates

type: TArray<FPredic...

description: This delegate is called when replicated state has caught up with the prediction key.

RejectedDelegates

description: This delegate is called if the prediction key is associated with an action that is explicitly rejected by the server.


code: [FReplicatedPredictionKeyItem](API\Plugins\GameplayAbilities\FReplicatedPredictionKeyItem) & operator= ( const [FReplicatedPredictionKeyItem](API\Plugins\GameplayAbilities\FReplicatedPredictionKeyItem) & other )


code: void PostReplicatedAdd ( const struct [FReplicatedPredictionKeyMap](API\Plugins\GameplayAbilities\FReplicatedPredictionKeyMap) & InArray )


code: void PostReplicatedChange ( const struct [FReplicatedPredictionKeyMap](API\Plugins\GameplayAbilities\FReplicatedPredictionKeyMap) & InArray )


description: As we know thatFReplicatedPredictionKeyItemis well behaved and does not leak outside ofFReplicatedPredictionKeyMapwe allow ReplicationID and ReplicationKey to be copied around to avoid issues when instantiating from archetype or CDO.

code: FReplicatedPredictionKeyItem()


code: FReplicatedPredictionKeyItem ( const [FReplicatedPredictionKeyItem](API\Plugins\GameplayAbilities\FReplicatedPredictionKeyItem) & Other )


code: FReplicatedPredictionKeyItem ( [FReplicatedPredictionKeyItem](API\Plugins\GameplayAbilities\FReplicatedPredictionKeyItem) && Other )


className: FReplicatedPredictionKeyItem

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FReplicatedPredictionKeyItem : public [FFastArraySerializerItem](API\Runtime\NetCore\Net\Serialization\FFastArraySerializerItem)

PredictionKey

type: FPredictionKey


className: KeyRingBufferSize

code: static const int32 KeyRingBufferSize = 32;


code: bool NetDeltaSerialize ( [FNetDeltaSerializeInfo](API\Runtime\CoreUObject\UObject\FNetDeltaSerializeInfo) & DeltaParms )


code: void ReplicatePredictionKey ( [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) Key )


code: FReplicatedPredictionKeyMap()


className: FReplicatedPredictionKeyMap

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FReplicatedPredictionKeyMap : public [FFastArraySerializer](API\Runtime\NetCore\Net\Serialization\FFastArraySerializer)

PredictionKeys

type: TArray<FReplic...


description: Used when using a scalable float as a bool

code: bool AsBool ( float Level, const [FString](API\Runtime\Core\Containers\FString) * ContextString ) const


description: Returns the value as an int32

code: int32 AsInteger ( float Level, const [FString](API\Runtime\Core\Containers\FString) * ContextString ) const


description: Gets the value and possible curve at a given level, returning false if it failed to find a good value

code: bool EvaluateCurveAtLevel ( float & OutValue, const [FRealCurve](API\Runtime\Engine\Curves\FRealCurve) *& OutCurve, float Level, const [FString](API\Runtime\Core\Containers\FString) & ContextString, bool bWarnIfInvalid ) const


description: Returns the scaled value at level 0

code: float GetValue ( const [FString](API\Runtime\Core\Containers\FString) * ContextString ) const


description: True if there is no curve lookup

code: bool IsStatic() const


description: Returns the scaled value at a given level

code: float GetValueAtLevel ( float Level, const [FString](API\Runtime\Core\Containers\FString) * ContextString ) const


description: Returns static value, only safe if this has no curve reference

code: float GetValueChecked() const


description: Error checking: Returns false if this has an invalid curve reference but will not print warnings

code: bool IsValid() const


description: Error checking: Checks if float is valid and prints detailed warnings if not valid

code: bool IsValidWithWarnings ( const [FString](API\Runtime\Core\Containers\FString) & ContextString ) const


description: Copy operator to prevent duplicate handles

code: [FScalableFloat](API\Plugins\GameplayAbilities\FScalableFloat) & operator= ( const [FScalableFloat](API\Plugins\GameplayAbilities\FScalableFloat) & Src )


description: Equality/Inequality operators

code: bool operator== ( const [FScalableFloat](API\Plugins\GameplayAbilities\FScalableFloat) & Other ) const


code: bool operator!= ( const [FScalableFloat](API\Plugins\GameplayAbilities\FScalableFloat) & Other ) const


description: Used to upgrade a float or int8/int16/int32 property into anFScalableFloat

code: bool SerializeFromMismatchedTag ( const [FPropertyTag](API\Runtime\CoreUObject\UObject\FPropertyTag) & Tag, [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot )


description: Sets raw value

code: void SetValue ( float NewValue )


description: Overrides raw value and curve reference

code: void SetScalingValue ( float InCoeffecient, [FName](API\Runtime\Core\UObject\FName) InRowName, [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * InTable )


description: Outputs human readable string


code: FScalableFloat ( float InInitialValue )


className: FScalableFloat

description: Generic numerical value in the form Value * Curve[Level]

Curve

type: FCurveTableRowH...

description: Curve that is evaluated at a specific level. If found, it is multipled by Value

RegistryType

type: FDataRegistryTy...

description: Name of Data Registry containing curve to use.

Value

type: float

description: Raw value, is multiplied by curve


code: FScopeCurrentGameplayEffectBeingApplied ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) * Spec, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * AbilitySystemComponent )


className: FScopeCurrentGameplayEffectBeingApplied

description: Scope object that indicates when a gameplay effect is being applied


code: FScopedAbilityListLock ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) & InContainer )


code: ~FScopedAbilityListLock()


className: FScopedAbilityListLock

description: Used to stop us from removing abilities from an ability system component while we're iterating through the abilities

code: struct FScopedAbilityListLock


code: FScopedActiveGameplayEffectLock ( [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & InContainer )


code: ~FScopedActiveGameplayEffectLock()


className: FScopedActiveGameplayEffectLock

description: This scope lock will queue deletions and additions until after the scope is over. The additions and deletions will actually go through, but we will defer the memory operations to the active gameplay effect list.

code: struct FScopedActiveGameplayEffectLock


code: static void BeginLock()


code: static void BeginNetReceiveLock()


className: DirtyAggregators

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FAggregator](API\Plugins\GameplayAbilities\FAggregator) * > DirtyAggregators;


code: static void EndNetReceiveLock()


className: GlobalBatchCount

code: static int32 GlobalBatchCount = 0;


className: GlobalFromNetworkUpdate

code: static bool GlobalFromNetworkUpdate = false;


className: NetUpdateID

code: static int32 NetUpdateID = 1;


code: FScopedAggregatorOnDirtyBatch()


code: ~FScopedAggregatorOnDirtyBatch()


className: FScopedAggregatorOnDirtyBatch

description: The only catch is that we store raw FAggregator*. This should only be used in scopes where aggreagtors are not deleted. There is currently no place that does. If we find to, we could add additional safety checks.

code: struct FScopedAggregatorOnDirtyBatch


code: FScopedGameplayCueSendContext()


className: FScopedGameplayCueSendContext

description: FScopedGameplayCueSendContextAdd this around code that sends multiple gameplay cues to allow grouping them into a smalkler number of cues for more efficient networking

code: struct FScopedGameplayCueSendContext


code: ~FScopedGameplayCueSendContext()


description: To be called in the callsite where the predictive code will take place. This generates a new PredictionKey and acts as a synchonization point between client and server for that key.

code: FScopedPredictionWindow ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * AbilitySystemComponent, bool CanGenerateNewKey )


description: To be called on server when a new prediction key is received from the client (In an RPC). InSetReplicatedPredictionKey should be set to false in cases where we want a scoped prediction key but have already repped the prediction key. (For example, cached target data will restore the prediction key that the TD was sent with, but this key was already repped down as confirmed when received)

code: FScopedPredictionWindow ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * AbilitySystemComponent, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) InPredictionKey, bool InSetReplicatedPredictionKey )


code: ~FScopedPredictionWindow()


className: FScopedPredictionWindow

description: A structure for allowing scoped prediction windows.

code: struct FScopedPredictionWindow


code: FScopedTargetListLock ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) & InAbilitySystemComponent, const [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) & InAbility )


code: ~FScopedTargetListLock()


className: FScopedTargetListLock

description: Used to stop us from canceling or ending an ability while we're iterating through its gameplay targets

code: struct FScopedTargetListLock


description: Equality/Inequality operators

code: bool operator== ( const [FSetByCallerFloat](API\Plugins\GameplayAbilities\FSetByCallerFloat) & Other ) const


code: bool operator!= ( const [FSetByCallerFloat](API\Plugins\GameplayAbilities\FSetByCallerFloat) & Other ) const


className: FShouldLoadGCNotifyDelegate

code: typedef TBaseDelegate_TwoParams< bool, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) &, [FName](API\Runtime\Core\UObject\FName) > FShouldLoadGCNotifyDelegate


className: FSetByCallerFloat

description: Struct for holding SetBytCaller data

DataName

type: FName

description: The Name the caller (code or blueprint) will use to set this magnitude by.

DataTag

type: FGameplayTag


description: Returns tags from the source or target actor


code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetActorTags() const


description: Returns combination of spec and actor tags

code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) * GetAggregatedTags() const


description: Get tags that came from the effect spec


code: [FTagContainerAggregator](API\Plugins\GameplayAbilities\FTagContainerAggregator) & operator= ( [FTagContainerAggregator](API\Plugins\GameplayAbilities\FTagContainerAggregator) && Other )


description: Get tags that came from the effect spec

code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GetSpecTags() const


code: [FTagContainerAggregator](API\Plugins\GameplayAbilities\FTagContainerAggregator) & operator= ( const [FTagContainerAggregator](API\Plugins\GameplayAbilities\FTagContainerAggregator) & Other )


code: FTagContainerAggregator()


code: FTagContainerAggregator ( [FTagContainerAggregator](API\Plugins\GameplayAbilities\FTagContainerAggregator) && Other )


code: FTagContainerAggregator ( const [FTagContainerAggregator](API\Plugins\GameplayAbilities\FTagContainerAggregator) & Other )


className: FTagContainerAggregator

description: Structure used to combine tags from different sources during effect execution


className: FTargetingRejectedConfirmation

description: GameplayAttributes -Provides methods for allocating and initializing attribute sets -Provides methods for getting AttributeSetsCalled when a targeting actor rejects target confirmation

code: typedef TMulticastDelegate_OneParam< void, int32 > FTargetingRejectedConfirmation


className: FGameplayAbilitySpecConfig

description: Options on how to configure a GameplayAbilitySpec to grant an Actor

Ability

type: TSubclassOf<UG...

description: What ability to grant

InputID

description: Input ID to bind this ability to

LevelScalableFloat

type: FScalableFloat

description: What level to grant this ability at

RemovalPolicy

type: EGameplayEffect...

description: What will remove this ability later


description: Adds an entry for granting Gameplay Abilities

code: void AddGrantedAbilityConfig ( const [FGameplayAbilitySpecConfig](API\Plugins\GameplayAbilities\GameplayEffectComponents\FGameplayAbilitySpecConfig) & Config )


description: We should grant the configured Gameplay Abilities

code: virtual void GrantAbilities ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveGEHandle ) const


description: Warn on misconfigured Gameplay Effect

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


description: This allows us to be notified when the owning GameplayEffect has had its inhibition changed (which can happen on the initial application).

code: virtual void OnInhibitionChanged ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveGEHandle, bool bIsInhibited ) const


description: Register for the appropriate events when we're applied

code: virtual bool OnActiveGameplayEffectAdded ( [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & ActiveGEContainer, [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) & ActiveGE ) const


description: We should remove the configured Gameplay Abilities

code: virtual void RemoveAbilities ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveGEHandle ) const


description: Constructor

code: UAbilitiesGameplayEffectComponent()


className: UAbilitiesGameplayEffectComponent

description: Grants additional Gameplay Abilities to the Target of a Gameplay Effect while active

GrantAbilityConfigs

type: TArray<FGamepl...

description: Abilities to Grant to the Target while this Gameplay Effect is active


description: There are some fields that are incompatible with one another, so let's catch them during configuration phase.


description: Called when a Gameplay Effect is Added to the ActiveGameplayEffectsContainer. GE's are added to that container when they have duration (or are predicting locally) Return if the effect should remain active, or false to inhibit. Note: Inhibit does not remove the effect (it remains added but dormant, waiting to unhibit).

code: virtual bool OnActiveGameplayEffectAdded ( [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & GEContainer, [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) & ActiveGE ) const


description: Whenever the ActiveGE gets removed, we want to apply the configured OnComplete GameplayEffects

code: void OnActiveGameplayEffectRemoved ( const [FGameplayEffectRemovalInfo](API\Plugins\GameplayAbilities\FGameplayEffectRemovalInfo) & RemovalInfo, [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) * ActiveGEContainer ) const


description: Called when a Gameplay Effect is executed. GE's can only Execute on ROLE_Authority. GE's only Execute when they're instant (otherwise they're added to the ActiveGameplayEffectsContainer).

code: virtual void OnGameplayEffectExecuted ( [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & ActiveGEContainer, [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & GESpec, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) & PredictionKey ) const


description: Define our own Applied which gets called in both cases (Added or Executed).

code: void OnGameplayEffectApplied ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) & AppliedToASC, [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & GESpec, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) & PredictionKey ) const


description: Add additional Gameplay Effects that attempt to activate under certain conditions (or no conditions)

bOnApplicationCopyDataFromOriginalSpec

type: bool

description: This will copy all of the data (e.g. SetByCallerMagnitudes) from the GESpec that Applied this GameplayEffect to the new OnApplicationGameplayEffect Specs.

OnApplicationGameplayEffects

type: TArray<FCondit...

description: Other gameplay effects that will be applied to the target of this effect if the owning effect applies

OnCompleteAlways

type: TArray<TSubcla...

description: Effects to apply when this effect completes, regardless of how it ends

OnCompleteNormal

description: Effects to apply when this effect expires naturally via its duration

OnCompletePrematurely

description: Effects to apply when this effect is made to expire prematurely (e.g. via a forced removal, clear tags, etc.)


description: Gets the Asset Tags inherited tag structure (as configured)

code: const [FInheritedTagContainer](API\Plugins\GameplayAbilities\FInheritedTagContainer) & GetConfiguredAssetTagChanges() const


description: Needed to properly applyFInheritedTagContainerproperties

code: virtual void OnGameplayEffectChanged() const


description: Needed to properly updateFInheritedTagContainerproperties

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Setup a better EditorFriendlyName and do some initialization

code: virtual void PostInitProperties()


description: Applies the Asset Tags to the GameplayEffect (and saves those changes)

code: void SetAndApplyAssetTagChanges ( const [FInheritedTagContainer](API\Plugins\GameplayAbilities\FInheritedTagContainer) & TagContainerMods )


className: UAssetTagsGameplayEffectComponent

description: These are tags that the Gameplay Effect Asset itself 'has' (owns). These donottransfer to any Actors


description: Gets the Blocked Ability Tags inherited tag structure (as configured)

code: const [FInheritedTagContainer](API\Plugins\GameplayAbilities\FInheritedTagContainer) & GetConfiguredBlockedAbilityTagChanges() const


description: Setup an EditorFriendlyName and do some initialization


description: Applies the Blocked Ability Tags to the GameplayEffect (and saves those changes) so that when the Gameplay Effect is applied, these Blocking Tags are then applied to the Target Actor

code: void SetAndApplyBlockedAbilityTagChanges ( const [FInheritedTagContainer](API\Plugins\GameplayAbilities\FInheritedTagContainer) & TagContainerMods )


description: Handles blocking the activation of Gameplay Abilities based on Gameplay Tags for the Target actor of the owner Gameplay Effect


description: Determine if we can apply this GameplayEffect or not

code: virtual bool CanGameplayEffectApply ( const [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & ActiveGEContainer, const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & GESpec ) const


description: Get the configured chance to apply to target

code: const [FScalableFloat](API\Plugins\GameplayAbilities\FScalableFloat) & GetChanceToApplyToTarget() const


description: Warn of errors in the Editor

code: virtual void PostLoad()


description: Set the chance to apply to target

code: void SetChanceToApplyToTarget ( const [FScalableFloat](API\Plugins\GameplayAbilities\FScalableFloat) & ChanceToApplyToTarget )


className: UChanceToApplyGameplayEffectComponent

description: Applies a probablity to the application conditions of the Gameplay Effect.


className: UCustomCanApplyGameplayEffectComponent

description: Handles configuration of a CustomApplicationRequirement function to see if this GameplayEffect should apply

ApplicationRequirements

description: Custom application requirements


description: We register with the AbilitySystemComponent to try and block any GESpecs we think we should be immune to

code: bool AllowGameplayEffectApplication ( const [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & ActiveGEContainer, const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & GESpecToConsider, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ImmunityActiveGE ) const


description: Warn about instant Gameplay Effects as they do not persist over time (and therefore cannot grant immunity)

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


description: We need to register our callback to check for Immunity

code: virtual bool OnActiveGameplayEffectAdded ( [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & ActiveGEContainer, [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) & ActiveGE ) const


description: Constructor to set EditorFriendlyName

code: UImmunityGameplayEffectComponent()


className: UImmunityGameplayEffectComponent

description: Immunity is blocking the application ofotherGameplayEffectSpecs. This registers a global handler on the ASC to block the application of other GameplayEffectSpecs.

ImmunityQueries

description: Grants immunity to GameplayEffects that match this query.


description: Warn about periodic Gameplay Effects, that you probably instead want the OngoingTagRequirements in TagRequirementsGameplayEffectComponent


description: Once we've applied, we need to register for ongoing requirements

code: virtual bool OnActiveGameplayEffectAdded ( [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & GEContainer, [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) & ActiveGE ) const


description: If we're only executed, it's an indication something has gone wrong and we should log it

code: virtual void OnGameplayEffectExecuted ( [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & ActiveGEContainer, [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & GESpec, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) & PredictionKey ) const


description: Constructor to set EditorFriendlyName

code: URemoveOtherGameplayEffectComponent()


className: URemoveOtherGameplayEffectComponent

description: Remove other Gameplay Effects based on certain conditions

RemoveGameplayEffectQueries

description: On Application of the owning Gameplay Effect, any Active GameplayEffects thatmatchthese queries will be removed.


description: Can we apply to the ActiveGEContainer?


description: Validate incompatable configurations


description: Constructor to set EditorFriendlyName


description: Specifies tag requirements that the Target (owner of the Gameplay Effect) must have if this GE should apply or continue to execute

ApplicationTagRequirements

type: FGameplayTagReq...

description: Tag requirements for this GameplayEffect to be applied to a target.

OngoingTagRequirements

description: Once Applied, these tags requirements are used to determined if the GameplayEffect is "on" or "off".

RemovalTagRequirements

description: Tag requirements that if met will remove this effect. Also prevents effect application.


description: Gets the (Granted) Target Tags inherited tag structure (as configured)

code: const [FInheritedTagContainer](API\Plugins\GameplayAbilities\FInheritedTagContainer) & GetConfiguredTargetTagChanges() const


description: Needed to properly loadFInheritedTagContainerproperties

code: virtual void OnGameplayEffectChanged() const


description: Needed to properly updateFInheritedTagContainerproperties

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


description: Setup an EditorFriendlyName and do some initialization

code: virtual void PostInitProperties()


description: Applies the (Granted) Target Tags to the GameplayEffect (and saves those changes) so that it may grant these Tags the Target Actor when Applied

code: void SetAndApplyTargetTagChanges ( const [FInheritedTagContainer](API\Plugins\GameplayAbilities\FInheritedTagContainer) & TagContainerMods )


className: UTargetTagsGameplayEffectComponent

description: Handles granting Tags to the Target (sometimes referred to as the Owner) of the Gameplay Effect


description:
Helper function to retrieve the modifier bias based upon modifier operation
Modifier bias for the specified operation

code: namespace GameplayEffectUtilities { float GameplayEffectUtilities::GetModifierBiasByModifierOp ( [EGameplayModOp::Type](API\Plugins\GameplayAbilities\EGameplayModOp__Type) ModOp ) }


description:
Helper function to compute the stacked modifier magnitude from a base magnitude, given a stack count and modifier operation
Computed modifier magnitude with stack count factored in

code: namespace GameplayEffectUtilities { float GameplayEffectUtilities::ComputeStackedModifierMagnitude ( float BaseComputedMagnitude, int32 StackCount, [EGameplayModOp::Type](API\Plugins\GameplayAbilities\EGameplayModOp__Type) ModOp ) }


className: GetTypeHash

code: PRAGMA_DISABLE_DEPRECATION_WARNINGSuint32 GetTypeHash ( const FGCNotifyActorKey & Key )


className: IAbilitySystemInterface

code: class IAbilitySystemInterface


description: Returns the ability system component to use for this actor. It may live on another actor, such as a Pawn using the PlayerState's component

code: UAbilitySystemComponent &42; GetAbilitySystemComponent&40;&41; const


code: void ForceReplication&40;&41;


code: void NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec &40; const FGameplayEffectSpecForRPC & Spec, FPredictionKey PredictionKey &41;


code: void NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams &40; const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters &41;


code: void NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams &40; const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters &41;


description: Multicast Proxies: these should be implemented as unreliable NetMulticast functions

code: void NetMulticast_InvokeGameplayCueExecuted_FromSpec &40; const FGameplayEffectSpecForRPC Spec, FPredictionKey PredictionKey &41;


code: void NetMulticast_InvokeGameplayCueExecuted &40; const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext &41;


code: void NetMulticast_InvokeGameplayCuesExecuted &40; const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext &41;


code: void NetMulticast_InvokeGameplayCueExecuted_WithParams &40; const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters &41;


code: void NetMulticast_InvokeGameplayCuesExecuted_WithParams &40; const FGameplayTagContainer GameplayCueTags, FPredictionKey PredictionKey, FGameplayCueParameters GameplayCueParameters &41;


code: void NetMulticast_InvokeGameplayCueAdded &40; const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayEffectContextHandle EffectContext &41;


code: void NetMulticast_InvokeGameplayCueAdded_WithParams &40; const FGameplayTag GameplayCueTag, FPredictionKey PredictionKey, FGameplayCueParameters Parameters &41;


className: IAbilitySystemReplicationProxyInterface


code: void CallOrRegister_OnAbilitySystemGlobalsReady ( FSimpleMulticastDelegate::FDelegate Delegate )


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IGameplayAbilitiesModule](API\Plugins\GameplayAbilities\IGameplayAbilitiesModule) & Get()


code: bool IsAbilitySystemGlobalsAvailable()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IGameplayAbilitiesModule

description: The public interface to this module

code: class IGameplayAbilitiesModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Internal function to map ufunctions directly to gameplaycue tags

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, BlueprintCosmetic, Category=GameplayCue, Meta=(BlueprintInternalUseOnly="true")) void BlueprintCustomHandler ( [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: Clears internal cache of what classes implement which functions

code: static void ClearTagToFunctionMap()


description: Calls theUFunctionoverride for a specific gameplay cue

code: static void DispatchBlueprintCustomHandler ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * Func, [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: Call from a Cue handler event to continue checking for additional, more generic handlers. Called from the ability system blueprint library

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintCosmetic, Category="Ability|GameplayCue") virtual void ForwardGameplayCueToParent()


description: Default native handler, called if no tag matches found

code: virtual void GameplayCueDefaultHandler ( [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: Return the cue sets used by this object. This is optional and it is possible to leave this list empty.

code: virtual void GetGameplayCueSets ( [TArray](API\Runtime\Core\Containers\TArray)< class [UGameplayCueSet](API\Plugins\GameplayAbilities\UGameplayCueSet) * > & OutSets ) const


description: Handle a single gameplay cue

code: virtual void HandleGameplayCue ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Self, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: Handle a single gameplay cue

code: virtual void HandleGameplayCue ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Self, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: Wrapper that handles multiple cues

code: virtual void HandleGameplayCues ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Self, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GameplayCueTags, [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: Wrapper that handles multiple cues

code: virtual void HandleGameplayCues ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Self, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GameplayCueTags, [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: Returns true if the actor can currently accept gameplay cues associated with the given tag. Returns true by default. Allows actors to opt out of cues in cases such as pending death

code: virtual bool ShouldAcceptGameplayCue ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Self, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: Returns true if the object can currently accept gameplay cues associated with the given tag. Returns true by default. Allows objects to opt out of cues in cases such as pending death

code: virtual bool ShouldAcceptGameplayCue ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Self, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


code: IGameplayCueInterface()


className: IGameplayCueInterface

code: class IGameplayCueInterface


description:
Does this attribute set need to tick?
true if this attribute set should currently be ticking, false otherwise.

code: bool ShouldTick() const


description: Ticks the attribute set by DeltaTime seconds

code: void Tick ( float DeltaTime )


className: operator==

code: bool operator== ( const FGCNotifyActorKey & Other ) const


className: ITickableAttributeSetInterface

code: class ITickableAttributeSetInterface


className: operator&=

code: [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) & operator&= ( [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) & Lhs, [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) Rhs )


className: operator&

code: constexpr [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) operator& ( [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) Lhs, [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) Rhs )


className: operator~

code: constexpr [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) operator~ ( [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) E )


className: operator^

code: constexpr [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) operator^ ( [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) Lhs, [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) Rhs )


className: operator^=

code: [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) & operator^= ( [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) & Lhs, [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) Rhs )


className: operator!

code: constexpr bool operator! ( [EGameplayCueExecutionOptions](API\Plugins\GameplayAbilities\EGameplayCueExecutionOptions) E )


className: EvaluateChannel

code: bool EvaluateChannel ( const [FMovieSceneGameplayCueChannel](API\Plugins\GameplayAbilities\Sequencer\FMovieSceneGameplayCueChannel) * InChannel, [FFrameTime](API\Runtime\Core\Misc\FFrameTime) InTime, [FMovieSceneGameplayCueKey](API\Plugins\GameplayAbilities\Sequencer\FMovieSceneGameplayCueKey) & OutValue )


description: Called when the frame resolution of this channel is to be changed.

code: virtual void ChangeFrameResolution ( [FFrameRate](API\Runtime\Core\Misc\FFrameRate) SourceRate, [FFrameRate](API\Runtime\Core\Misc\FFrameRate) DestinationRate )


description:
Compute the effective range of this channel, for example, the extents of its key times
A range that represents the greatest range of times occupied by this channel, in the sequence's frame resolution

code: virtual [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > ComputeEffectiveRange() const


description: Delete the keys for the specified key handles

code: virtual void DeleteKeys ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InHandles )


description: Delete keys before or after a specified time

code: virtual void DeleteKeysFrom ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) InTime, bool bDeleteKeysBefore )


description: Duplicate the keys for the specified key handles

code: virtual void DuplicateKeys ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InHandles, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > OutNewHandles )


description:
Access a mutable interface for this channel's data
An object that is able to manipulate this channel's data


description:
Access a constant interface for this channel's data
An object that is able to interrogate this channel's data

code: [TMovieSceneChannelData](API\Runtime\MovieScene\Channels\TMovieSceneChannelData)< const [FMovieSceneGameplayCueKey](API\Plugins\GameplayAbilities\Sequencer\FMovieSceneGameplayCueKey) > GetData() const


description: Get key information pertaining to all keys that exist within the specified range

code: virtual void GetKeys ( const [TRange](API\Runtime\Core\Math\TRange)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > & WithinRange, [TArray](API\Runtime\Core\Containers\TArray)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > * OutKeyTimes, [TArray](API\Runtime\Core\Containers\TArray)< [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > * OutKeyHandles )


description: Get all key times for the specified key handles

code: virtual void GetKeyTimes ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InHandles, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > OutKeyTimes )


description:
Get the total number of keys on this channel
The number of keys on this channel

code: virtual int32 GetNumKeys() const


description: Offset the keys within this channel by a given delta position

code: virtual void Offset ( [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) DeltaPosition )


description: Reset this channel back to its original state

code: virtual void Reset()


description: Set key times for the specified key handles

code: virtual void SetKeyTimes ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FKeyHandle](API\Runtime\Engine\Curves\FKeyHandle) > InHandles, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [FFrameNumber](API\Runtime\Core\Misc\FFrameNumber) > InKeyTimes )


className: FMovieSceneGameplayCueChannel

code: [USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FMovieSceneGameplayCueChannel : public [FMovieSceneChannel](API\Runtime\MovieScene\Channels\FMovieSceneChannel)


className: FMovieSceneGameplayCueEvent

code: class FMovieSceneGameplayCueEvent


code: FMovieSceneGameplayCueKey()


className: FMovieSceneGameplayCueKey

AbilityLevel

description: If originating from an ability, this will be the level of that ability

AttachSocketName

description: When attached to a skeletal mesh component, specifies a socket to trigger the cue at

bAttachToBinding

description: Attach the gameplay cue to the track's bound object in sequencer

Cue

type: FGameplayCueTag

EffectCauser

type: FMovieSceneObje...

description: The physical actor that actually did the damage, can be a weapon or projectile

GameplayEffectLevel

description: The level of that GameplayEffect

Instigator

description: Instigator actor, the actor that owns the ability system component.

Location

type: FVector

description: Location cue took place at - relative to the attached component if applicable

Normal

description: Normal of impact that caused cue

NormalizedMagnitude

description: Magnitude of source gameplay effect, normalzed from 0-1.

PhysicalMaterial

type: TObjectPtr< con...

description: PhysMat of the hit, if there was a hit.


code: namespace MovieSceneClipboard { template<> [FName](API\Runtime\Core\UObject\FName) MovieSceneClipboard::GetKeyTypeName< FMovieSceneGameplayCueKey >() }


className: SupportsDefaults

code: enum &123; SupportsDefaults = false &125;


code: template<> struct TMovieSceneChannelTraits< FMovieSceneGameplayCueChannel > : public [TMovieSceneChannelTraitsBase< FMovieSceneGameplayCueChannel >](API\Runtime\MovieScene\Channels\TMovieSceneChannelTraitsBase)


code: UMovieSceneGameplayCueSection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & )


className: UMovieSceneGameplayCueSection

description: Implements a movie scene section that triggers gameplay cues


description: Add a section to this track.

code: virtual void AddSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description:
Generates a new section suitable for use with this track.
a new section suitable for use with this track.

code: virtual [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * CreateNewSection()


description:
Called when all the sections of the track need to be retrieved.
List of all the sections in the track.

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & GetAllSections() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDefaultDisplayName() const


description:
Checks to see if the section is in this track.
True if the section is in this track.

code: virtual bool HasSection ( const [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section ) const


description: Removes animation data.

code: virtual void RemoveAllAnimationData()


description: Whether or not this track has any data in it.

code: virtual bool IsEmpty() const


description: Removes a section from this track.

code: virtual void RemoveSection ( [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) & Section )


description: Removes a section from this track at a particular index

code: virtual void RemoveSectionAt ( int32 SectionIndex )


description: Override the default function for invoking Gameplay Cues from sequencer tracks

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayCue") static void SetSequencerTrackHandler ( [FMovieSceneGameplayCueEvent](API\Plugins\GameplayAbilities\Sequencer\FMovieSceneGameplayCueEvent) InGameplayCueTrackHandler )


description: Whether or not this track supports multiple row indices.

code: virtual bool SupportsMultipleRows() const


description:
Does this track support this section class type?
Whether this track supports this section class type

code: virtual bool SupportsType ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) > SectionClass ) const


description: Default constructor.

code: UMovieSceneGameplayCueTrack()


className: UMovieSceneGameplayCueTrack

description: Implements a movie scene track that triggers gameplay cues


description: Cache this section's channel proxy


code: UMovieSceneGameplayCueTriggerSection ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & )


className: UMovieSceneGameplayCueTriggerSection


code: static const [FNetSerializerConfig](API\Runtime\IrisCore\Iris\Serialization\FNetSerializerConfig) * GetDefaultConfig()


code: static uint32 GetQuantizedTypeSize()


className: Serializer

code: static const [UE::Net::FNetSerializer](API\Runtime\IrisCore\Iris\Serialization\FNetSerializer) Serializer;


code: namespace UE { namespace Net { constexpr SIZE_T UE::Net::GetGameplayEffectContextNetSerializerSafeQuantizedSize() } }


className: WithCopy

code: enum &123; WithCopy = false &125;


code: template<> struct TStructOpsTypeTraits< FActiveGameplayEffectsContainer > : public [TStructOpsTypeTraitsBase2< FActiveGameplayEffectsContainer >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithNetDeltaSerializer

code: enum &123; WithNetDeltaSerializer = true &125;


className: WithSerializer

code: enum &123; WithSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FGameplayEffectModifierMagnitude > : public [TStructOpsTypeTraitsBase2< FGameplayEffectModifierMagnitude >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithNetSerializer

code: enum &123; WithNetSerializer = true &125;


className: WithIdenticalViaEquality

code: enum &123; WithIdenticalViaEquality = true &125;


className: WithNetSharedSerialization

code: enum &123; WithNetSharedSerialization = true &125;


code: template<> struct TStructOpsTypeTraits< FMinimalGameplayCueReplicationProxy > : public [TStructOpsTypeTraitsBase2< FMinimalGameplayCueReplicationProxy >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FActiveGameplayCueContainer > : public [TStructOpsTypeTraitsBase2< FActiveGameplayCueContainer >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FGameplayAbilitySpecContainer > : public [TStructOpsTypeTraitsBase2< FGameplayAbilitySpecContainer >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithPostSerialize

code: enum &123; WithPostSerialize = true &125;


code: template<> struct TStructOpsTypeTraits< FGameplayAttribute > : public [TStructOpsTypeTraitsBase2< FGameplayAttribute >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FGameplayCueParameters > : public [TStructOpsTypeTraitsBase2< FGameplayCueParameters >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: enum &123; WithCopy = true &125;


code: template<> struct TStructOpsTypeTraits< FGameplayEffectContext > : public [TStructOpsTypeTraitsBase2< FGameplayEffectContext >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FGameplayEffectContextHandle > : public [TStructOpsTypeTraitsBase2< FGameplayEffectContextHandle >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithStructuredSerializer

code: enum &123; WithStructuredSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FGameplayEffectSpecHandle > : public [TStructOpsTypeTraitsBase2< FGameplayEffectSpecHandle >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


className: WithIdentical

code: enum &123; WithIdentical = true &125;


code: template<> struct TStructOpsTypeTraits< FGameplayEffectVersion > : public [TStructOpsTypeTraitsBase2< FGameplayEffectVersion >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FMinimalReplicationTagCountMap > : public [TStructOpsTypeTraitsBase2< FMinimalReplicationTagCountMap >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: enum &123; WithNetSerializer = true &125;


className: TStructOpsTypeTraits< FPredictionKey >

code: template<> struct TStructOpsTypeTraits< FPredictionKey > : public [TStructOpsTypeTraitsBase2< FPredictionKey >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: enum &123; WithIdenticalViaEquality = true &125;


code: template<> struct TStructOpsTypeTraits< FReplicatedPredictionKeyMap > : public [TStructOpsTypeTraitsBase2< FReplicatedPredictionKeyMap >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: enum &123; WithStructuredSerializeFromMismatchedTag = true &125;


code: enum &123; WithNetDeltaSerializer = true &125;


className: TStructOpsTypeTraits< FScalableFloat >

code: template<> struct TStructOpsTypeTraits< FScalableFloat > : public [TStructOpsTypeTraitsBase2< FScalableFloat >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Creates a target data with a source and destination location

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) AbilityTargetDataFromLocations ( const [FGameplayAbilityTargetingLocationInfo](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetingLocatio-) & SourceLocation, const [FGameplayAbilityTargetingLocationInfo](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetingLocatio-) & TargetLocation )


description: Creates single actor target data

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) AbilityTargetDataFromActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Creates a target data with a single hit result

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) AbilityTargetDataFromHitResult ( const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitResult )


description: Creates actor array target data

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) AbilityTargetDataFromActorArray ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorArray, bool OneTargetPerHandle )


description: Adds NewGameplayTag to this instance of the effect

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect") static [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) AddAssetTag ( [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) SpecHandle, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) NewGameplayTag )


description: This instance of the effect will now grant NewGameplayTags to the object that this effect is applied to


description: Adds NewGameplayTags to this instance of the effect


description: Adds LinkedGameplayEffectSpec to SpecHandles. LinkedGameplayEffectSpec will be applied when/if SpecHandle is applied successfully. LinkedGameplayEffectSpec will not be modified here. Returns the ORIGINAL SpecHandle (legacy decision)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect", Meta=(DeprecatedFunction, DeprecatedMessage="Linked GameplayEffects aren't replicated. Configure the GameplayEffect asset with a suitable GameplayEffectComponent.")) static [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) AddLinkedGameplayEffectSpec ( [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) SpecHandle, [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) LinkedGameplayEffectSpec )


description: Adds LinkedGameplayEffect to SpecHandles. LinkedGameplayEffectSpec will be applied when/if SpecHandle is applied successfully. This will initialize the LinkedGameplayEffect's Spec for you. Returns to NEW linked spec in case you want to add more to it.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect", Meta=(DeprecatedFunction, DeprecatedMessage="Linked GameplayEffects aren't replicated. Configure the GameplayEffect asset with a suitable GameplayEffectComponent.")) static [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) AddLinkedGameplayEffect ( [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) SpecHandle, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) > LinkedGameplayEffect )


description: Manually adds a set of tags to a given actor, and optionally replicates them.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect") static bool AddLooseGameplayTags ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GameplayTags, bool bShouldReplicate )


description: This instance of the effect will now grant NewGameplayTag to the object that this effect is applied to

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect") static [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) AddGrantedTag ( [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) SpecHandle, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) NewGameplayTag )


description: Copies targets from HandleToAdd to TargetHandle


description: Sets a raw name SetByCaller magnitude value, the tag version should normally be used

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect") static [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) AssignSetByCallerMagnitude ( [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) SpecHandle, [FName](API\Runtime\Core\UObject\FName) DataName, float Magnitude )


description: Native break, to avoid having to deal with quantized vector types

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue", Meta=(NativeBreakFunc, AdvancedDisplay=6)) static void BreakGameplayCueParameters ( const struct [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters, float & NormalizedMagnitude, float & RawMagnitude, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) & EffectContext, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & MatchedTagName, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & OriginalTag, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & AggregatedSourceTags, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & AggregatedTargetTags, FVector & Location, FVector & Normal, [AActor](API\Runtime\Engine\GameFramework\AActor) *& Instigator, [AActor](API\Runtime\Engine\GameFramework\AActor) *& EffectCauser, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& SourceObject, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) *& PhysicalMaterial, int32 & GameplayEffectLevel, int32 & AbilityLevel, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) *& TargetAttachComponent, bool & bReplicateLocationWhenUsingMinimalRepProxy )


description: Sets a gameplay tag SetByCaller magnitude value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect", Meta=(GameplayTagFilter="SetByCaller")) static [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) AssignTagSetByCallerMagnitude ( [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) SpecHandle, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) DataTag, float Magnitude )


description: Create a spec handle, cloning another

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Spec") static [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) CloneSpecHandle ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InNewInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * InEffectCauser, [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) GameplayEffectSpecHandle_Clone )


description: Returns true if the given TargetData has the actor passed in targeted

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static bool DoesTargetDataContainActor ( const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & TargetData, int32 Index, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Returns true if the aggregated source and target tags from the effect spec meets the tag requirements

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue") static bool DoesGameplayCueMeetTagRequirements ( [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters, const [FGameplayTagRequirements](API\Plugins\GameplayAbilities\FGameplayTagRequirements) & SourceTagReqs, const [FGameplayTagRequirements](API\Plugins\GameplayAbilities\FGameplayTagRequirements) & TargetTagReqs )


description: Adds a hit result to the effect context

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|EffectContext", Meta=(DisplayName="AddHitResult")) static void EffectContextAddHitResult ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext, [FHitResult](API\Runtime\Engine\Engine\FHitResult) HitResult, bool bReset )


description: Extracts a hit result from the effect context if it is set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|EffectContext", Meta=(DisplayName="GetHitResult")) static [FHitResult](API\Runtime\Engine\Engine\FHitResult) EffectContextGetHitResult ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


description: Gets the location the effect originated from

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|EffectContext", Meta=(DisplayName="GetOrigin")) static FVector EffectContextGetOrigin ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


description: Gets the instigating actor (that holds the ability system component) of the EffectContext

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|EffectContext", Meta=(DisplayName="GetInstigatorActor")) static [AActor](API\Runtime\Engine\GameFramework\AActor) * EffectContextGetInstigatorActor ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


description: Gets the original instigator actor that started the chain of events to cause this effect

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|EffectContext", Meta=(DisplayName="GetOriginalInstigatorActor")) static [AActor](API\Runtime\Engine\GameFramework\AActor) * EffectContextGetOriginalInstigatorActor ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


description: Gets the physical actor that caused the effect, possibly a projectile or weapon

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|EffectContext", Meta=(DisplayName="GetEffectCauser")) static [AActor](API\Runtime\Engine\GameFramework\AActor) * EffectContextGetEffectCauser ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


description: Gets the source object of the effect.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|EffectContext", Meta=(DisplayName="GetSourceObject")) static [UObject](API\Runtime\CoreUObject\UObject\UObject) * EffectContextGetSourceObject ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


description: Returns true if there is a valid hit result inside the effect context

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|EffectContext", Meta=(DisplayName="HasHitResult")) static bool EffectContextHasHitResult ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


description: Returns true if the ability system component that instigated this is locally controlled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|EffectContext", Meta=(DisplayName="IsInstigatorLocallyControlled")) static bool EffectContextIsInstigatorLocallyControlled ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


description: Returns true if this context has ever been initialized

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|EffectContext", Meta=(DisplayName="IsValid")) static bool EffectContextIsValid ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


description: Sets the location the effect originated from

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|EffectContext", Meta=(DisplayName="SetOrigin")) static void EffectContextSetOrigin ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext, FVector Origin )


description: Simple equality operator for gameplay attributes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Equal (Gameplay Attribute)", CompactNodeTitle="==", Keywords="== equal"), Category="Ability|Attribute") static bool EqualEqual_GameplayAttributeGameplayAttribute ( [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) AttributeA, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) AttributeB )


description: Equality operator for two Gameplay Ability Spec Handles

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayEffect", Meta=(DisplayName="Equal (Gameplay Ability Spec Handle)", CompactNodeTitle="==", ScriptOperator="==")) static bool EqualEqual_GameplayAbilitySpecHandle ( const [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) & A, const [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) & B )


description: Equality operator for two Active Gameplay Effect Handles

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayEffect", Meta=(DisplayName="Equal (Active Gameplay Effect Handle)", CompactNodeTitle="==", ScriptOperator="==")) static bool EqualEqual_ActiveGameplayEffectHandle ( const [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) & A, const [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) & B )


description: Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags using the passed in base value instead of the real base value. bSuccess indicates the success or failure of this operation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|Attribute") static float EvaluateAttributeValueWithTagsAndBase ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * AbilitySystem, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & SourceTags, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TargetTags, float BaseValue, bool & bSuccess )


description: Returns the value of Attribute from the ability system component AbilitySystem after evaluating it with source and target tags. bSuccess indicates the success or failure of this operation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|Attribute") static float EvaluateAttributeValueWithTags ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * AbilitySystem, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & SourceTags, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TargetTags, bool & bSuccess )


description: Forwards the gameplay cue to another gameplay cue interface object

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayCue") static void ForwardGameplayCueToTarget ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IGameplayCueInterface](API\Plugins\GameplayAbilities\IGameplayCueInterface) > TargetCueInterface, [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType, [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters )


description: Create a new target data handle with filtration performed on the data


description: Tries to find an ability system component on the actor, will use AbilitySystemInterface or fall back to a component search

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=Ability, Meta=(DefaultToSelf="Actor")) static [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * GetAbilitySystemComponent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Returns current stack count of an active Gameplay Effect. Will return 0 if the GameplayEffect is no longer valid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect") static int32 GetActiveGameplayEffectStackCount ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle )


description: Returns stack limit count of an active Gameplay Effect. Will return 0 if the GameplayEffect is no longer valid.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect") static int32 GetActiveGameplayEffectStackLimitCount ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle )


description: Returns the start time (time which the GE was added) for a given GameplayEffect

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect") static float GetActiveGameplayEffectStartTime ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle )


description: Returns the expected end time (when we think the GE will expire) for a given GameplayEffect (note someone could remove or change it before that happens!)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect") static float GetActiveGameplayEffectExpectedEndTime ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle )


description: Returns the total duration for a given GameplayEffect

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect") static float GetActiveGameplayEffectTotalDuration ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle )


description: Returns a debug string for display

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayEffect", Meta=(DisplayName="Get Active GameplayEffect Debug String ")) static [FString](API\Runtime\Core\Containers\FString) GetActiveGameplayEffectDebugString ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle )


description: Returns the total duration for a given GameplayEffect, basically ExpectedEndTime - Current Time

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect", Meta=(WorldContext="WorldContextObject")) static float GetActiveGameplayEffectRemainingDuration ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle )


description: Returns actor stored in the Effect Context used by this cue

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue") static [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActorByIndex ( [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters, int32 Index )


description: Returns number of actors stored in the Effect Context used by this cue

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue") static int32 GetActorCount ( [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters )


description: Returns all actors targeted, for a given index

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetActorsFromTargetData ( const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & TargetData, int32 Index )


description: Returns all actors targeted

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetAllActorsFromTargetData ( const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & TargetData )


description: Returns handles for all Linked GE Specs that SpecHandle may apply. Useful if you want to append additional information to them.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayEffect", Meta=(DeprecatedFunction, DeprecatedMessage="Linked GameplayEffects aren't replicated. Configure the GameplayEffect asset with a suitable GameplayEffectComponent.")) static [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) > GetAllLinkedGameplayEffectSpecHandles ( [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) SpecHandle )


description: Returns number of target data objects, not necessarily number of distinct targets

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static int32 GetDataCountFromTargetData ( const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & TargetData )


description: ReturnsFStringrepresentation of a gameplay attribute's set class and name, in the form of AttrSetName.AttrName (or just AttrName if not part of a set).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|Attribute") static [FString](API\Runtime\Core\Containers\FString) GetDebugStringFromGameplayAttribute ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute )


description: Returns the value of Attribute from the ability system component AbilitySystem.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|Attribute") static float GetFloatAttributeFromAbilitySystemComponent ( const [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * AbilitySystem, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute, bool & bSuccessfullyFoundAttribute )


description: Returns the base value of Attribute from the ability system component belonging to Actor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|Attribute") static float GetFloatAttributeBase ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute, bool & bSuccessfullyFoundAttribute )


description: Returns the base value of Attribute from the ability system component AbilitySystemComponent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|Attribute") static float GetFloatAttributeBaseFromAbilitySystemComponent ( const [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * AbilitySystemComponent, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute, bool & bSuccessfullyFoundAttribute )


description: Returns the value of Attribute from the ability system component belonging to Actor.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|Attribute") static float GetFloatAttribute ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute, bool & bSuccessfullyFoundAttribute )


description: Gets the best normalized effect direction for this gameplay cue. This is useful for effects that require the direction of an enemy attack. Returns true if a valid direction could be calculated.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue") static bool GetGameplayCueDirection ( [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters, FVector & Direction )


description: Gets the GameplayEffectSpec's effect context handle


description:
Provides the Gameplay Ability object associated with an Ability Spec Handle This can be either an instanced ability, or in the case of shared abilities, the Class Default Object
Pointer to the Gameplay Ability object

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayAbility") static const [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * GetGameplayAbilityFromSpecHandle ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * AbilitySystem, const [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) & AbilitySpecHandle, bool & bIsInstance )


description: Gets the best end location and normal for this gameplay cue. If there is hit result data, it will return this. Otherwise it will return the target actor's location/rotation. If none of this is available, it will return false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue") static bool GetGameplayCueEndLocationAndNormal ( [AActor](API\Runtime\Engine\GameFramework\AActor) * TargetActor, [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters, FVector & Location, FVector & Normal )


description: Returns the Gameplay Effect CDO from an active handle. This reference should be considered read only, but you can use it to read additional Gameplay Effect info, such as icon, description, etc.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayEffect") static const [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) * GetGameplayEffectFromActiveEffectHandle ( const [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) & ActiveHandle )


description: Returns the UI data for a gameplay effect class (if any)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect", Meta=(DisplayName="Get GameplayEffect UI Data", DeterminesOutputType="DataType")) static const [UGameplayEffectUIData](API\Plugins\GameplayAbilities\UGameplayEffectUIData) * GetGameplayEffectUIData ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) > EffectClass, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayEffectUIData](API\Plugins\GameplayAbilities\UGameplayEffectUIData) > DataType )


description: Returns a hit result stored in the effect context if valid

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue") static [FHitResult](API\Runtime\Engine\Engine\FHitResult) GetHitResult ( [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters )


description: Returns the hit result for a given index if it exists

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static [FHitResult](API\Runtime\Engine\Engine\FHitResult) GetHitResultFromTargetData ( const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & HitResult, int32 Index )


description: Gets instigating world location

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue") static FTransform GetInstigatorTransform ( [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters )


description: Gets the instigating actor (that holds the ability system component) of the GameplayCue

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue") static [AActor](API\Runtime\Engine\GameFramework\AActor) * GetInstigatorActor ( [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters )


description: Gets the magnitude of change for an attribute on an APPLIED GameplayEffectSpec.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect") static float GetModifiedAttributeMagnitude ( [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) SpecHandle, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute )


description: Helper function that may be useful to call from native as well

code: static float GetModifiedAttributeMagnitude ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & SpecHandle, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute )


description: Gets instigating world location

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue") static FVector GetOrigin ( [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters )


description: Returns the end point for a given index if it exists

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static FVector GetTargetDataEndPoint ( const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & TargetData, int32 Index )


description: Returns the end point transform for a given index if it exists

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static FTransform GetTargetDataEndPointTransform ( const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & TargetData, int32 Index )


description: Returns the origin for a given index if it exists

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static FTransform GetTargetDataOrigin ( const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & TargetData, int32 Index )


description: Checks if the effect context has a hit reslt stored inside

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue") static bool HasHitResult ( [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters )


description: Returns true if the ability system component that spawned this cue is locally controlled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue") static bool IsInstigatorLocallyControlled ( [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters )


description: Returns true if the ability system component that spawned this cue is locally controlled and a player

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue") static bool IsInstigatorLocallyControlledPlayer ( [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters )


description: Create a handle for filtering target data, filling out all fields

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Filter") static [FGameplayTargetDataFilterHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayTargetDataFilterHandle) MakeFilterHandle ( [FGameplayTargetDataFilter](API\Plugins\GameplayAbilities\Abilities\FGameplayTargetDataFilter) Filter, [AActor](API\Runtime\Engine\GameFramework\AActor) * FilterActor )


description: Returns true if the attribute actually exists

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|Attribute") static bool IsValid ( [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute )


description: Native make, to avoid having to deal with quantized vector types

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayCue", Meta=(NativeMakeFunc, AdvancedDisplay=5, Location="0,0,0", Normal="0,0,0", GameplayEffectLevel="1", AbilityLevel="1")) static [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) MakeGameplayCueParameters ( float NormalizedMagnitude, float RawMagnitude, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) MatchedTagName, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) OriginalTag, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) AggregatedSourceTags, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) AggregatedTargetTags, FVector Location, FVector Normal, [AActor](API\Runtime\Engine\GameFramework\AActor) * Instigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * EffectCauser, [UObject](API\Runtime\CoreUObject\UObject\UObject) * SourceObject, [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * PhysicalMaterial, int32 GameplayEffectLevel, int32 AbilityLevel, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * TargetAttachComponent, bool bReplicateLocationWhenUsingMinimalRepProxy )


description: Create a spec handle, filling out all fields

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Spec") static [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) MakeSpecHandle ( [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) * InGameplayEffect, [AActor](API\Runtime\Engine\GameFramework\AActor) * InInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * InEffectCauser, float InLevel )


description: Simple inequality operator for gameplay attributes

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Not Equal (Gameplay Attribute)", CompactNodeTitle="!=", Keywords="!= not equal"), Category="Ability|Attribute") static bool NotEqual_GameplayAttributeGameplayAttribute ( [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) AttributeA, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) AttributeB )


description: Inequality operator for two Active Gameplay Effect Handles

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayEffect", Meta=(DisplayName="Not Equal (Active Gameplay Effect Handle)", CompactNodeTitle="!=", ScriptOperator="!=")) static bool NotEqual_ActiveGameplayEffectHandle ( const [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) & A, const [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) & B )


description: This function can be used to trigger an ability on the actor in question with useful payload data. NOTE: GetAbilitySystemComponent is called on the actor to find a good component, and if the component isn't found, the event will not be sent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Ability, Meta=(ToolTip="This function can be used to trigger an ability on the actor in question with useful payload data.")) static void SendGameplayEventToActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) EventTag, [FGameplayEventData](API\Plugins\GameplayAbilities\Abilities\FGameplayEventData) Payload )


description: Manually removes a set of tags from a given actor, with optional replication.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect") static bool RemoveLooseGameplayTags ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GameplayTags, bool bShouldReplicate )


description: Inequality operator for two Gameplay Ability Spec Handles

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|GameplayEffect", Meta=(DisplayName="Not Equal (Gameplay Ability Spec Handle)", CompactNodeTitle="!=", ScriptOperator="!=")) static bool NotEqual_GameplayAbilitySpecHandle ( const [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) & A, const [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) & B )


description: Manually sets the duration on a specific effect

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect") static [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) SetDuration ( [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) SpecHandle, float Duration )


description: Sets the GameplayEffectSpec's StackCount to the specified amount (prior to applying)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|GameplayEffect") static [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) SetStackCount ( [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) SpecHandle, int32 StackCount )


description: Sets the GameplayEffectSpec's StackCount to the max stack count defined in the GameplayEffect definition


description: Returns true if the given TargetData has at least 1 actor targeted

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static bool TargetDataHasActor ( const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & TargetData, int32 Index )


description: Returns true if the target data has an end point

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static bool TargetDataHasEndPoint ( const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & TargetData, int32 Index )


description: Returns true if the target data has a hit result

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static bool TargetDataHasHitResult ( const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & HitResult, int32 Index )


code: UAbilitySystemBlueprintLibrary ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAbilitySystemBlueprintLibrary

description: Blueprint library for ability system. Many of these functions are useful to call from native as well


description: Called to handle ability bind input

code: virtual void AbilityLocalInputPressed ( int32 InputID )


code: virtual void AbilityLocalInputReleased ( int32 InputID )


description: Returns Generic Replicated Event for a given Ability/PredictionKey pair

code: FSimpleMulticastDelegate & AbilityReplicatedEventDelegate ( [EAbilityGenericReplicatedEvent::Type](API\Plugins\GameplayAbilities\Abilities\EAbilityGenericReplicatedEvent__-) EventType, [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey )


description: Called on local player always. Called on server only if bReplicateInputDirectly is set on the GameplayAbility.

code: virtual void AbilitySpecInputPressed ( [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) & Spec )


code: virtual void AbilitySpecInputReleased ( [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) & Spec )


description: Returns TargetDataSet delegate for a given Ability/PredictionKey pair


code: void AccumulateScreenPos ( [FAbilitySystemComponentDebugInfo](API\Plugins\GameplayAbilities\UAbilitySystemComponent\FAbilitySystemCo-) & Info )


description: Returns TargetData Cancelled delegate for a given Ability/PredictionKey pair

code: FSimpleMulticastDelegate & AbilityTargetDataCancelledDelegate ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey )


description: Returns true if the target data has an origin

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Ability|TargetData") static bool TargetDataHasOrigin ( const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & TargetData, int32 Index )


description: Manually add a new attribute set that is a subobject of this ability system component. All subobjects of this component are automatically added during initialization.

code: template<class T> const T * AddAttributeSetSubobject ( T * Subobject )


description: Add a persistent gameplay cue

code: void AddGameplayCue ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


code: void AddGameplayCue ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & GameplayCueParameters )


description: Internal gameplay cue functions.

code: virtual void AddGameplayCue_Internal ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) & EffectContext, [FActiveGameplayCueContainer](API\Plugins\GameplayAbilities\FActiveGameplayCueContainer) & GameplayCueContainer )


description: Internal gameplay cue functions.

code: virtual void AddGameplayCue_Internal ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & GameplayCueParameters, [FActiveGameplayCueContainer](API\Plugins\GameplayAbilities\FActiveGameplayCueContainer) & GameplayCueContainer )


description: Add gameplaycue for minimal replication mode. Should only be called in paths that would replicate gameplaycues in other ways (through GE for example) if not in minimal replication mode

code: void AddGameplayCue_MinimalReplication ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


description: Adds a new delegate to call when gameplay events happen. It will only be called if it matches any tags in passed filter container

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) AddGameplayEventTagContainerDelegate ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagFilter, const FGameplayEventTagMulticastDelegate::FDelegate & Delegate )


description: Allows GameCode to add loose gameplaytags which are not backed by a GameplayEffect. Tags added this way are not replicated! Use the 'Replicated' versions of these functions if replication is needed. It is up to the calling GameCode to make sure these tags are added on clients/server where necessary

code: void AddLooseGameplayTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTag, int32 Count )


code: void AddLooseGameplayTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GameplayTags, int32 Count )


description: Minimally replicated tags are replicated tags that come from GEs when in bMinimalReplication mode. (The GEs do not replicate, but the tags they grant do replicate via these functions)

code: void AddMinimalReplicationGameplayTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTag )


description: Add a gameplay ability associated to this component

code: void AddReplicatedInstancedAbility ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * GameplayAbility )


code: void AddMinimalReplicationGameplayTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GameplayTags )


description: Allows GameCode to add loose gameplaytags which are not backed by a GameplayEffect. Tags added using these functions will be replicated. Note that replicated loose tags will override any locally-set tag counts on simulated proxies.

code: void AddReplicatedLooseGameplayTag ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & GameplayTag )


code: void AddReplicatedLooseGameplayTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GameplayTags )


description: Adds a new AttributeSet (initialized to default values)

code: template<class T> const T * AddSet()


description: Add a new attribute set

code: void AddSpawnedAttribute ( [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * Attribute )


description: Copy LocalAnimMontageInfo into RepAnimMontageInfo

code: void AnimMontage_UpdateReplicatedData()