description: Copy over playing flags for duplicate animation data

code: void AnimMontage_UpdateForcedPlayFlags ( [FGameplayAbilityRepAnimMontage](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityRepAnimMontage) & OutRepAnimMontageInfo )


description: Called from ability activation or native code, will apply the correct ability blocking tags and cancel existing abilities. Subclasses can override the behavior

module: GameplayAbilities

code: virtual void ApplyAbilityBlockAndCancelTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & AbilityTags, [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * RequestingAbility, bool bEnableBlockTags, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & BlockTags, bool bExecuteCancelTags, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & CancelTags )


code: virtual [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ApplyGameplayEffectSpecToSelf ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & GameplayEffect, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


code: virtual [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ApplyGameplayEffectSpecToTarget ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & GameplayEffect, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * Target, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


description: This is a helper function - it seems like this will be useful as a blueprint interface at the least, but Level parameter may need to be expanded

code: [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ApplyGameplayEffectToSelf ( const [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) * GameplayEffect, float Level, const [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) & EffectContext, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


description: This is a helper function used in automated testing, I'm not sure how useful it will be to gamecode or blueprints

code: [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ApplyGameplayEffectToTarget ( [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) * GameplayEffect, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * Target, float Level, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) Context, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


description: Applies an inplace mod to the given attribute. Unlike ApplyModToAttribute this function will run on the client or server. This may result in problems related to prediction and will not roll back properly.

code: void ApplyModToAttributeUnsafe ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EGameplayModOp::Type](API\Plugins\GameplayAbilities\EGameplayModOp__Type) > ModifierOp, float ModifierMagnitude )


description: Applies an in-place mod to the given attribute. This correctly update the attribute's aggregator, updates the attribute set property, and invokes the OnDirty callbacks. This does not invoke Pre/PostGameplayEffectExecute calls on the attribute set. This does no tag checking, application requirements, immunity, etc. No GameplayEffectSpec is created or is applied! This should only be used in cases where applying a real GameplayEffectSpec is too slow or not possible.

code: void ApplyModToAttribute ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EGameplayModOp::Type](API\Plugins\GameplayAbilities\EGameplayModOp__Type) > ModifierOp, float ModifierMagnitude )


description: Returns true if any passed in tags are blocked

code: virtual bool AreAbilityTagsBlocked ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & Tags ) const


description: Begins Play for the component. Called when the owning Actor begins play or when the component is created if the Actor has already begun play. Actor BeginPlay normally happens right after PostInitializeComponents but can be delayed for networked or child actors. Requires component to be registered and initialized.

code: virtual void BeginPlay()


description: Copy LocalAnimMontageInfo into RepAnimMontageInfo

code: void AnimMontage_UpdateReplicatedData ( [FGameplayAbilityRepAnimMontage](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityRepAnimMontage) & OutRepAnimMontageInfo )


code: virtual void BeginServerAbilityRPCBatch ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle )


description: Bind to an input component with customized bindings

code: virtual void BindAbilityActivationToInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InputComponent, [FGameplayAbilityInputBinds](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityInputBinds) BindInfo )


description: Bind to an input component with some default action names

code: virtual void BindToInputComponent ( [UInputComponent](API\Runtime\Engine\Components\UInputComponent) * InputComponent )


description: Block or cancel blocking for specific ability tags

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


description: Block or cancel blocking for specific input IDs

code: void BlockAbilityByInputID ( int32 InputID )


description: Applies a previously created gameplay effect spec to a target

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayEffects, Meta=(DisplayName="ApplyGameplayEffectSpecToTarget", ScriptName="ApplyGameplayEffectSpecToTarget")) [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) BP_ApplyGameplayEffectSpecToTarget ( const [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) & SpecHandle, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * Target )


description: Applies a previously created gameplay effect spec to this component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayEffects, Meta=(DisplayName="ApplyGameplayEffectSpecToSelf", ScriptName="ApplyGameplayEffectSpecToSelf")) [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) BP_ApplyGameplayEffectSpecToSelf ( const [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) & SpecHandle )


description: Helper function since we can't have default/optional values for FModifierQualifier in K2 function

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayEffects, Meta=(DisplayName="ApplyGameplayEffectToSelf", ScriptName="ApplyGameplayEffectToSelf")) [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) BP_ApplyGameplayEffectToSelf ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) > GameplayEffectClass, float Level, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


description: Apply a gameplay effect to passed in target

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayEffects, Meta=(DisplayName="ApplyGameplayEffectToTarget", ScriptName="ApplyGameplayEffectToTarget")) [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) BP_ApplyGameplayEffectToTarget ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) > GameplayEffectClass, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * Target, float Level, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) Context )


description: Build a simpleFGameplayAbilitySpecfrom class, level and optional Input ID

code: virtual [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) BuildAbilitySpecFromClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) > AbilityClass, int32 Level, int32 InputID )


description: Caches the flags that indicate whether this component has network authority.

code: void CacheIsNetSimulated()


description: Calls any Replicated delegates that have been sent (TargetData or Generic Replicated Events). Note this can be dangerous if multiple places in an ability register events and then call this function.

code: void CallAllReplicatedDelegatesIfSet ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey )


description: Calls passed in delegate if the Client Event has already been sent. If not, it adds the delegate to our multicast callback that will fire when it does.

code: bool CallOrAddReplicatedDelegate ( [EAbilityGenericReplicatedEvent::Type](API\Plugins\GameplayAbilities\Abilities\EAbilityGenericReplicatedEvent__-) EventType, [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey, FSimpleMulticastDelegate::FDelegate Delegate )


description: Calls a given Generic Replicated Event delegate if the event has already been sent

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


description: Calls the TargetData Confirm/Cancel events if they have been sent.

code: bool CallReplicatedTargetDataDelegatesIfSet ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey )


code: void CallServerSetReplicatedTargetData ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey, const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & ReplicatedTargetDataHandle, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ApplicationTag, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) CurrentPredictionKey )


code: void CallServerEndAbility ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToEnd, [FGameplayAbilityActivationInfo](API\Plugins\GameplayAbilities\FGameplayAbilityActivationInfo) ActivationInfo, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


description: Batching client->server RPCs This is a WIP feature to batch up client->server communication. It is opt in and not complete. It only batches the below functions. Other Server RPCs are not safe to call during a batch window. Only opt in if you know what you are doing!

code: void CallServerTryActivateAbility ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToActivate, bool InputPressed, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


code: bool CanApplyAttributeModifiers ( const [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) * GameplayEffect, float Level, const [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) & EffectContext )


description: Cancel all abilities with the specified tags. Will not cancel the Ignore instance

code: void CancelAbilities ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) * WithTags, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) * WithoutTags, [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Ignore )


description: Cancels the specified ability CDO.

code: void CancelAbility ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Ability )


description: Cancels the ability indicated by passed in spec handle. If handle is not found among reactivated abilities nothing happens.

code: void CancelAbilityHandle ( const [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) & AbilityHandle )


description: Cancel a specific ability spec

code: virtual void CancelAbilitySpec ( [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) & Spec, [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Ignore )


description: Cancels the ability target data and calls callbacks

code: virtual void CancelAbilityTargetData ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey )


description: Cancels all abilities regardless of tags. Will not cancel the ignore instance

code: void CancelAllAbilities ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Ignore )


description: Do we have a valid prediction key to do more predictive actions with

code: bool CanPredict() const


description: Populate the specified capture spec with the data necessary to capture an attribute from the component

code: void CaptureAttributeForGameplayEffect ( [FGameplayEffectAttributeCaptureSpec](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureS-) & OutCaptureSpec )


description: Called from ClearAbility, ClearAllAbilities or OnRep. Clears any triggers that should no longer exist.

code: void CheckForClearedAbilities()


code: void CheckDurationExpired ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle )


code: [FString](API\Runtime\Core\Containers\FString) CleanupName ( [FString](API\Runtime\Core\Containers\FString) Str )


description: Removes the specified ability. This will be ignored if the actor is not authoritative.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="Gameplay Abilities") void ClearAbility ( const [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) & Handle )


code: void ClearAbilityReplicatedDataCache ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) Handle, const [FGameplayAbilityActivationInfo](API\Plugins\GameplayAbilities\FGameplayAbilityActivationInfo) & ActivationInfo )


description: This is called when the actor that is initialized to this system dies, this will clear that actor from this system andFGameplayAbilityActorInfo

code: virtual void ClearActorInfo()


description: Clears all abilities bound to a given Input ID This will be ignored if the actor is not authoritative

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="Gameplay Abilities") void ClearAllAbilitiesWithInputID ( int32 InputID )


description: Clear the animating ability that is passed in, if it's still currently animating

code: virtual void ClearAnimatingAbility ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Ability )


description: Wipes all 'given' abilities. This will be ignored if the actor is not authoritative.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="Gameplay Abilities") void ClearAllAbilities()


code: void ClearDebugInstantEffects()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientActivateAbilitySucceed ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToActivate, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientActivateAbilityFailed ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToActivate, int16 PredictionKey )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientCancelAbility ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToCancel, [FGameplayAbilityActivationInfo](API\Plugins\GameplayAbilities\FGameplayAbilityActivationInfo) ActivationInfo )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientActivateAbilitySucceedWithEventData ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToActivate, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey, [FGameplayEventData](API\Plugins\GameplayAbilities\Abilities\FGameplayEventData) TriggerEventData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientEndAbility ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToEnd, [FGameplayAbilityActivationInfo](API\Plugins\GameplayAbilities\FGameplayAbilityActivationInfo) ActivationInfo )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientPrintDebug_Response ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Strings, int32 GameFlags )


description: Replicates the Generic Replicated Event to the client.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientSetReplicatedEvent ( [EAbilityGenericReplicatedEvent::Type](API\Plugins\GameplayAbilities\Abilities\EAbilityGenericReplicatedEvent__-) EventType, [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Client, Reliable) void ClientTryActivateAbility ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToActivate )


description: Sets the current target data and calls applicable callbacks

code: virtual void ConfirmAbilityTargetData ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey, const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & TargetData, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & ApplicationTag )


description: Deletes all cached ability client data (Was: ConsumeAbilityTargetData)

code: void ConsumeAllReplicatedData ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey )


description: Consumes cached TargetData from client (only TargetData)

code: void ConsumeClientReplicatedTargetData ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey )


description: Consumes the given Generic Replicated Event (unsets it).

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


description: Creates a new instance of an ability, storing it in the spec

code: virtual [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * CreateNewInstanceOfAbility ( [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) & Spec, const [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Ability )


description: Jumps current montage to given section. Expectation is caller should only be stopping it if they are the current animating ability (or have good reason not to check)

code: virtual void CurrentMontageJumpToSection ( [FName](API\Runtime\Core\UObject\FName) SectionName )


description: Sets current montages next section name. Expectation is caller should only be stopping it if they are the current animating ability (or have good reason not to check)

code: virtual void CurrentMontageSetNextSectionName ( [FName](API\Runtime\Core\UObject\FName) FromSectionName, [FName](API\Runtime\Core\UObject\FName) ToSectionName )


description: Sets current montage's play rate

code: virtual void CurrentMontageSetPlayRate ( float InPlayRate )


description: Stops whatever montage is currently playing. Expectation is caller should only be stopping it if they are the current animating ability (or have good reason not to check)

code: virtual void CurrentMontageStop ( float OverrideBlendOutTime )


code: void DebugCyclicAggregatorBroadcasts ( struct [FAggregator](API\Plugins\GameplayAbilities\FAggregator) * Aggregator )


code: void DebugLine ( struct [FAbilitySystemComponentDebugInfo](API\Plugins\GameplayAbilities\UAbilitySystemComponent\FAbilitySystemCo-) & Info, [FString](API\Runtime\Core\Containers\FString) Str, float XOffset, float YOffset, int32 MinTextRowsToAdvance )


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


code: void DecrementAbilityListLock()


description: Cancels all abilities and kills any remaining instanced abilities

code: virtual void DestroyActiveState()


code: virtual void EndServerAbilityRPCBatch ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle )


code: virtual void DisplayDebug ( class [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const class [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DebugDisplay, float & YL, float & YPos )


description: GameplayCues can also come on their own. These take an optional effect context to pass through hit result, etc

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


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


code: void ExecuteGameplayEffect ( [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & Spec, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


code: void ExecutePeriodicEffect ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle )


className: FAbilityAbilityKey

description: Used to register callbacks to ability-key input

code: class FAbilityAbilityKey


className: FAbilityConfirmOrCancel

description: Used to register callbacks to confirm/cancel input

code: class FAbilityConfirmOrCancel


code: FAbilityListLockActiveChange &40; UAbilitySystemComponent & InAbilitySystemComp, TArray< FGameplayAbilitySpec, TInlineAllocator< 2 > > & PendingAdds, TArray< FGameplayAbilitySpecHandle, TInlineAllocator< 2 > > & PendingRemoves &41;


className: FAbilityListLockActiveChange

code: struct FAbilityListLockActiveChange

AbilitySystemComp

type: UAbilitySystemC...

Adds

type: TArray<FGamepl...


className: FAbilitySystemComponentDebugInfo

description: Debugging

code: struct FAbilitySystemComponentDebugInfo

Accumulate

type: bool

Canvas

type: UCanvas*

MaxY

type: float

Strings

type: TArray<FString...


description: Returns an ability spec corresponding to given ability class. If modifying call MarkAbilitySpecDirty

code: [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) * FindAbilitySpecFromClass ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) > InAbilityClass ) const


description: Returns an ability spec from a handle. If modifying call MarkAbilitySpecDirty

code: [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) * FindAbilitySpecFromHandle ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) Handle ) const


description: Returns an ability spec from a GE handle. If modifying call MarkAbilitySpecDirty

code: [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) * FindAbilitySpecFromGEHandle ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle ) const


description: Gets the GE Handle of the GE that granted the passed in Ability

code: [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) FindActiveGameplayEffectHandle ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) Handle ) const


code: [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) * FindAbilitySpecFromInputID ( int32 InputID ) const


description: Returns an array with all abilities that match the provided Gameplay Tag Query

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category="Gameplay Abilities") void FindAllAbilitiesMatchingQuery ( [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) > & OutAbilityHandles, [FGameplayTagQuery](API\Runtime\GameplayTags\FGameplayTagQuery) Query ) const


description: Returns an array with all abilities that match the provided tags

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category="Gameplay Abilities") void FindAllAbilitiesWithTags ( [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) > & OutAbilityHandles, [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) Tags, bool bExactMatch ) const


description: Returns an array with all abilities bound to an Input ID value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category="Gameplay Abilities") void FindAllAbilitiesWithInputID ( [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) > & OutAbilityHandles, int32 InputID ) const


description: Returns all abilities with the given InputID

code: virtual void FindAllAbilitySpecsFromInputID ( int32 InputID, [TArray](API\Runtime\Core\Containers\TArray)< const [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) * > & OutAbilitySpecs ) const


description: Forces avatar actor to update it's replication. Useful for things like needing to replication for movement / locations reasons.

code: virtual void ForceAvatarReplication()


className: FOnGameplayEffectAppliedDelegate

description: Delegate for when an effect is applied

code: typedef TMulticastDelegate_ThreeParams< void, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) *, const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) &, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) > FOnGameplayEffectAppliedDelegate


description: Force cancels the ability and does not replicate this to the other side. This should be called when the ability is cancelled by the other side

code: virtual void ForceCancelAbilityDueToReplication ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Instance )


description: Force owning actor to update it's replication, to make sure that gameplay cues get sent down quickly. Override to change how aggressive this is

code: virtual void ForceReplication()


code: bool operator&61;&61; &40; const FPendingAbilityInfo & Other &41; const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) > > & GetAbilityActiveTasks ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Ability )


className: FPendingAbilityInfo

description: A pending activation that cannot be activated yet, will be rechecked at a later point

code: struct FPendingAbilityInfo

bPartiallyActivated

description: True if this ability was activated remotely and needs to follow up, false if the ability hasn't been activated at all yet

Handle

type: FGameplayAbilit...

description: Properties of the ability that needs to be activated

PredictionKey

type: FPredictionKey

TriggerEventData

type: FGameplayEventD...


description: Returns the list of all activatable abilities. Read-only.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) > & GetActivatableAbilities() const


description: Returns local world time that an ability was activated. Valid on authority (server) and autonomous proxy (controlling client).


description: Returns the list of all activatable abilities.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) > & GetActivatableAbilities()


description: Gets all Activatable Gameplay Abilities that match all tags in GameplayTagContainer AND for which DoesAbilitySatisfyTagRequirements() is true. The latter requirement allows this function to find the correct ability without requiring advanced knowledge. For example, if there are two "Melee" abilities, one of which requires a weapon and one of which requires being unarmed, then those abilities can use Blocking and Required tags to determine when they can fire. Using the Satisfying Tags requirements simplifies a lot of usage cases. For example, Behavior Trees can use various decorators to test an ability fetched using this mechanism as well as the Task to execute the ability without needing to know that there even is more than one such ability.

code: void GetActivatableGameplayAbilitySpecsByAllMatchingTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & GameplayTagContainer, [TArray](API\Runtime\Core\Containers\TArray)< struct [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) * > & MatchingGameplayAbilities, bool bOnlyAbilitiesThatSatisfyTagRequirements ) const


description: Returns delegate structure that allows binding to several gameplay effect changes

code: [FActiveGameplayEffectEvents](API\Plugins\GameplayAbilities\FActiveGameplayEffectEvents) * GetActiveEffectEventSet ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle )


description: Gets time remaining for all effects that match query

code: [TArray](API\Runtime\Core\Containers\TArray)< float > GetActiveEffectsTimeRemaining ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Query ) const


description: Gets both time remaining and total duration for all effects that match query

code: [TArray](API\Runtime\Core\Containers\TArray)< TPair< float, float > > GetActiveEffectsTimeRemainingAndDuration ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Query ) const


description: This will give the world time that all effects matching this query will be finished. If multiple effects match, it returns the one that returns last

code: float GetActiveEffectsEndTimeWithInstigators ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Query, [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Instigators ) const


description: Returns end time and total duration

code: bool GetActiveEffectsEndTimeAndDuration ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Query, float & EndTime, float & Duration ) const


description: Returns list of active effects, for a query

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category="GameplayEffects", Meta=(DisplayName="Get Active Gameplay Effects for Query")) [TArray](API\Runtime\Core\Containers\TArray)< [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) > GetActiveEffects ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Query ) const


code: float GetActiveEffectsEndTime ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Query ) const


description: Gets total duration for all effects that match query

code: [TArray](API\Runtime\Core\Containers\TArray)< float > GetActiveEffectsDuration ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Query ) const


description: Returns list of active effects that have all of the passed in tags

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category="GameplayEffects") [TArray](API\Runtime\Core\Containers\TArray)< [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) > GetActiveEffectsWithAllTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) Tags ) const


description: Returns const pointer to the actual active gameplay effect structure

code: const [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) * GetActiveGameplayEffect ( const [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle ) const


description: Returns all active gameplay effects on this ASC

code: const [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & GetActiveGameplayEffects() const


description: Returns the sum of StackCount of all gameplay effects that pass query

code: int32 GetAggregatedStackCount ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Query ) const


description: Returns debug string describing active gameplay effect

code: [FString](API\Runtime\Core\Containers\FString) GetActiveGEDebugString ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle ) const


description: Returns an array with all granted ability handles NOTE: currently this doesn't include abilities that are mid-activation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category="Gameplay Abilities") void GetAllAbilities ( [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) > & OutAbilityHandles ) const


description: Makes a copy of all the active effects on this ability component

code: void GetAllActiveGameplayEffectSpecs ( [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) > & OutSpecCopies ) const


description: Returns the current animating ability


description: Returns a list of all attributes for this abilty system component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Gameplay Attributes") void GetAllAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) > & OutAttributes )


description: Returns a reference to the Attribute Set instance, if one exists in this component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category="Gameplay Attributes") const [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * GetAttributeSet ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) > AttributeSetClass ) const


code: const [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * GetAttributeSubobjectChecked ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) > AttributeClass ) const


code: const [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * GetAttributeSubobject ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) > AttributeClass ) const


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetAvatarActor_Direct() const


description: Returns the avatar actor for this component

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetAvatarActor() const


code: [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetBlockedAbilityBindings_Mutable()


code: const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetBlockedAbilityBindings() const


description: Fills TagContainer with BlockedAbilityTags

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


code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetClientDebugStrings_Mutable()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetClientDebugStrings() const


description: Get SectionName of currently playing AnimMontage


description: Get length in time of current section


description: Returns amount of time left in current section


description: Returns montage that is currently playing

code: [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * GetCurrentMontage() const


description: Get SectionID of currently playing AnimMontage


description: Returns current stack count of an already applied GE

code: int32 GetCurrentStackCount ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle ) const


description: Returns current stack count of an already applied GE, but given the ability spec handle that was granted by the GE

code: int32 GetCurrentStackCount ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) Handle ) const


description: Retrieves the EffectContext of the GameplayEffect of the active GameplayEffect.


description: Returns the current value of the given gameplay attribute, or zero if the attribute is not found. NOTE: This doesn't take predicted gameplay effect modifiers into consideration, so the value may not be accurate on clients at all times.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Gameplay Attributes") float GetGameplayAttributeValue ( [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute, bool & bFound ) const


description: Returns an attribute value, after applying tag filters

code: float GetFilteredAttributeValue ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute, const [FGameplayTagRequirements](API\Plugins\GameplayAbilities\FGameplayTagRequirements) & SourceTags, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TargetTags, const [TArray](API\Runtime\Core\Containers\TArray)< [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) > & HandlesToIgnore )


description: Register for when an attribute value changes

code: [FOnGameplayAttributeValueChange](API\Plugins\GameplayAbilities\FOnGameplayAttributeValueChange) & GetGameplayAttributeValueChangeDelegate ( [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute )


description: Gets theFActiveGameplayEffectbased on the passed in Handle

code: const [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) * GetGameplayEffectDefForHandle ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle )


description:
Get the count of the specified source effect on the ability system component. For non-stacking effects, this is the sum of all active instances. For stacking effects, this is the sum of all valid stack counts. If an instigator is specified, only effects from that instigator are counted.
Count of the specified source effect

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category=GameplayEffects) int32 GetGameplayEffectCount_IfLoaded ( [TSoftClassPtr](API\Runtime\CoreUObject\UObject\TSoftClassPtr)< [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) > SoftSourceGameplayEffect, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck ) const


description: Return start time and total duration of a gameplay effect

code: void GetGameplayEffectStartTimeAndDuration ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle, float & StartEffectTime, float & Duration ) const


description:
Get the target tags from the gameplay spec represented by the specified handle, if possible
Target tags from the gameplay spec represented by the handle, if possible

code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) * GetGameplayEffectTargetTagsFromHandle ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle ) const


description:
Get the source tags from the gameplay spec represented by the specified handle, if possible
Source tags from the gameplay spec represented by the handle, if possible

code: const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) * GetGameplayEffectSourceTagsFromHandle ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle ) const


description: Returns a const pointer to the gameplay effect CDO associated with an active handle.

code: const [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) * GetGameplayEffectCDO ( const [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle ) const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure, Category=GameplayEffects) int32 GetGameplayEffectCount ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) > SourceGameplayEffect, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck ) const


description: Returns the total duration of a gameplay effect

code: float GetGameplayEffectDuration ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle ) const


description: Raw accessor to ask the magnitude of a gameplay effect, not necessarily always correct. How should outside code (UI, etc) ask things like 'how much is this gameplay effect modifying my damage by' (most likely we want to catch this on the backend - when damage is applied we can get a full dump/history of how the number got to where it is. But still we may need polling methods like below (how much would my damage be)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayEffects) float GetGameplayEffectMagnitude ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute ) const


description: Returns the current count of the given gameplay tag. This includes both loose tags, and tags granted by gameplay effects and abilities. This function can be called on the client, but it may not display the most current count on the server.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Gameplay Tags") int32 GetGameplayTagCount ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayTag ) const


description: Returns avatar actor to be used for a specific task, normally GetAvatarActor

code: virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetGameplayTaskAvatar ( const [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask) * Task ) const


code: static const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & GetIncomingDurationCapture()


code: static [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetIncomingDurationProperty()


description: Returns properties that are replicated for the lifetime of the actor channel

code: virtual void GetLifetimeReplicatedProps ( [TArray](API\Runtime\Core\Containers\TArray)< [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


code: const [FMinimalReplicationTagCountMap](API\Plugins\GameplayAbilities\FMinimalReplicationTagCountMap) & GetMinimalReplicationTags() const


description: Returns the number of gameplay effects that are currently active on this ability system component


description: Returns current (final) value of an attribute

code: float GetNumericAttribute ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute ) const


description: Gets the base value of an attribute. That is, the value of the attribute with no stateful modifiers

code: float GetNumericAttributeBase ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute ) const


code: float GetNumericAttributeChecked ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute ) const


code: const [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * GetOrCreateAttributeSubobject ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) > AttributeClass )


code: static [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetOutgoingDurationProperty()


code: static const [FGameplayEffectAttributeCaptureDefinition](API\Plugins\GameplayAbilities\FGameplayEffectAttributeCaptureD-) & GetOutgoingDurationCapture()


description: Get any owned gameplay tags on the asset

code: virtual void GetOwnedGameplayTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer ) const


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetOwnerActor() const


description: Returns the prediction key that should be used for any actions


code: const [FGameplayAbilityRepAnimMontage](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityRepAnimMontage) & GetRepAnimMontageInfo() const


description: Called when this object begins replicating to initialize the state of custom property conditions

code: virtual void GetReplicatedCustomConditionState ( [FCustomPropertyConditionState](API\Runtime\CoreUObject\UObject\FCustomPropertyConditionState) & OutActiveState ) const


description: Full list of all instance-per-execution gameplay abilities associated with this component

code: PRAGMA_DISABLE_DEPRECATION_WARNINGS const [TArray](API\Runtime\Core\Containers\TArray)< [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * > & GetReplicatedInstancedAbilities() const


description: Gets replicated data of the given Generic Replicated Event.


description: Who to route replication through if ReplicationProxyEnabled (if this returns null, when ReplicationProxyEnabled, we wont replicate)


code: const [FMinimalReplicationTagCountMap](API\Plugins\GameplayAbilities\FMinimalReplicationTagCountMap) & GetReplicatedLooseTags() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetServerDebugStrings_Mutable()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetServerDebugStrings() const


description: Finds existing AttributeSet

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


description: Finds existing AttributeSet. Asserts if it isn't there.

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


description: Retrieves information whether this component should be ticking taken current activity into consideration

code: virtual bool GetShouldTick() const


description: Deprecated* This function will be made private. Use Add/Remove SpawnedAttributes instead

code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) > > & GetSpawnedAttributes_Mutable()


description: Access the spawned attributes list when you don't intend to modify the list.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * > & GetSpawnedAttributes() const


description: Returns the number of instances of a given tag

code: int32 GetTagCount ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) TagToCheck ) const


description: Returns a list of sub-objects that have stable names for networking

code: virtual void GetSubobjectsWithStableNamesForNetworking ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ObjList )


description: This is meant to be used to inhibit activating an ability from an input perspective. (E.g., the menu is pulled up, another game mechanism is consuming all input, etc) This should only be called on locally owned players. This should not be used to game mechanics like silences or disables. Those should be done through gameplay effects.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Abilities") bool GetUserAbilityActivationInhibited() const


description: As convenience it may provide some other features: -Some basic input binding (whether instanced or non instanced abilities). -Concepts like "this component has these abilities Grants an Ability. This will be ignored if the actor is not authoritative. Returns handle that can be used in TryActivateAbility, etc.

code: [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) GiveAbility ( const [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) & AbilitySpec )


description: Grants an ability and attempts to activate it exactly one time, which will cause it to be removed. Only valid on the server, and the ability's Net Execution Policy cannot be set to Local or Local Predicted

code: [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) GiveAbilityAndActivateOnce ( [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) & AbilitySpec, const [FGameplayEventData](API\Plugins\GameplayAbilities\Abilities\FGameplayEventData) * GameplayEventData )


description: Called when an ability is cancellable or not. Doesn't do anything by default, can be overridden to tie into gameplay events

code: virtual void HandleChangeAbilityCanBeCanceled ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & AbilityTags, [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * RequestingAbility, bool bCanBeCanceled )


description: Handle GameplayCues that may have been deferred while doing the NetDeltaSerialize and waiting for the avatar actor to get loaded

code: virtual void HandleDeferredGameplayCues ( const [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) * GameplayEffectsContainer )


description: Executes a gameplay event. Returns the number of successful ability activations triggered by the event

code: virtual int32 HandleGameplayEvent ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) EventTag, const [FGameplayEventData](API\Plugins\GameplayAbilities\Abilities\FGameplayEventData) * Payload )


description:
Check if the asset has gameplay tags that matches against all of the specified tags (expands to include parents of asset tags)
True if the asset has matches all of the gameplay tags, will be true if container is empty

code: virtual bool HasAllMatchingGameplayTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer ) const


code: bool HasActivatableTriggeredAbility ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag )


description:
Does this ability system component have this attribute?
true if Attribute is valid and this ability system component contains an attribute set that contains Attribute. Returns false otherwise.

code: bool HasAttributeSetForAttribute ( [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute ) const


description: Returns true if the specified ability should be activated from an event in this network mode

code: bool HasNetworkAuthorityToActivateTriggeredAbility ( const [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) & Spec ) const


description:
Check if the asset has gameplay tags that matches against any of the specified tags (expands to include parents of asset tags)
True if the asset has matches any of the gameplay tags, will be false if container is empty

code: virtual bool HasAnyMatchingGameplayTags ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagContainer ) const


description: Gameplay tag operations ImplementsIGameplayTagAssetInterfaceusing the TagCountContainer

code: virtual bool HasMatchingGameplayTag ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) TagToCheck ) const


description: Returns true if this is running on the server or has a valid prediciton key

code: bool HasAuthorityOrPredictionKey ( const [FGameplayAbilityActivationInfo](API\Plugins\GameplayAbilities\FGameplayAbilityActivationInfo) * ActivationInfo ) const


code: bool HasNetworkAuthorityToApplyGameplayEffect ( [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey ) const


description: Inhibit an active gameplay effect so that it is disabled, but not removed

code: virtual void InhibitActiveGameplayEffect ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveGEHandle, bool bInhibit, bool bInvokeGameplayCueEvents )


description: Called fromFScopedAbilityListLock

code: void IncrementAbilityListLock()


description: Initialized the Abilities' ActorInfo - the structure that holds information about who we are acting on and who controls us. OwnerActor is the actor that logically owns this component. AvatarActor is what physical actor in the world we are acting on. Usually a Pawn but it could be a Tower, Building, Turret, etc, may be the same as Owner

code: virtual void InitAbilityActorInfo ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InOwnerActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * InAvatarActor )


description: Will initialize gameplay cue parameters with this ASC's Owner (Instigator) and AvatarActor (EffectCauser)

code: virtual void InitDefaultGameplayCueParameters ( [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: Initializes the component. Occurs at level startup or actor spawn. This is before BeginPlay (Actor or Component). All Components in the level will be Initialized on load before any Actor/Component gets BeginPlay Requires component to be registered, and bWantsInitializeComponent to be true.

code: virtual void InitializeComponent()


description: Initializes starting attributes from a data table. Not well supported, a gameplay effect with curve table references may be a better solution

code: const [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * InitStats ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) > Attributes, const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable )


description: Sends a local player Input Cancel event, notifying abilities

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay Abilities") void InputCancel()


description: Implementation of ServerTryActivateAbility

code: virtual void InternalServerTryActivateAbility ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToActivate, bool InputPressed, const [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) & PredictionKey, const [FGameplayEventData](API\Plugins\GameplayAbilities\Abilities\FGameplayEventData) * TriggerEventData )


description: Sends a local player Input Confirm event, notifying abilities

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay Abilities") void InputConfirm()


description: Attempts to activate the ability. -This function calls CanActivateAbility -This function handles instancing -This function handles networking and prediction -If all goes well, CallActivateAbility is called next.

code: bool InternalTryActivateAbility ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToActivate, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) InPredictionKey, [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) ** OutInstancedAbility, FOnGameplayAbilityEnded::FDelegate * OnGameplayAbilityEndedDelegate, const [FGameplayEventData](API\Plugins\GameplayAbilities\Abilities\FGameplayEventData) * TriggerEventData )


description: Handles gameplay cue events from external sources

code: void InvokeGameplayCueEvent ( const [FGameplayEffectSpecForRPC](API\Plugins\GameplayAbilities\FGameplayEffectSpecForRPC) & Spec, [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType )


code: void InvokeGameplayCueEvent ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & GameplayCueParameters )


code: void InvokeGameplayCueEvent ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


description: Calls local callbacks that are registered with the given Generic Replicated Event

code: bool InvokeReplicatedEventWithPayload ( [EAbilityGenericReplicatedEvent::Type](API\Plugins\GameplayAbilities\Abilities\EAbilityGenericReplicatedEvent__-) EventType, [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) CurrentPredictionKey, FVector_NetQuantize100 VectorPayload )


code: bool InvokeReplicatedEvent ( [EAbilityGenericReplicatedEvent::Type](API\Plugins\GameplayAbilities\Abilities\EAbilityGenericReplicatedEvent__-) EventType, [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) CurrentPredictionKey )


description: Checks if the ability system is currently blocking InputID. Returns true if InputID is blocked, false otherwise.

code: bool IsAbilityInputBlocked ( int32 InputID ) const


description: Returns true if the passed in ability is the current animating ability

code: bool IsAnimatingAbility ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Ability ) const


description: Allows polling to see if a GameplayCue is active. We expect most GameplayCue handling to be event based, but some cases we may need to check if a GamepalyCue is active (Animation Blueprint for example)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GameplayCue", Meta=(GameplayTagFilter="GameplayCue")) bool IsGameplayCueActive ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag ) const


code: bool IsGenericConfirmInputBound ( int32 InputID ) const


code: bool IsGenericCancelInputBound ( int32 InputID ) const


description: Are we ready to invoke gameplaycues yet?

code: virtual bool IsReadyForGameplayCues()


description: Returns true if this component's actor has authority

code: virtual bool IsOwnerActorAuthoritative() const


description: Returns true if we are ready to handle replicated montage information


description: Grants a Gameplay Ability and returns its handle. This will be ignored if the actor is not authoritative.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="Gameplay Abilities", Meta=(DisplayName="Give Ability", ScriptName="GiveAbility")) [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) K2_GiveAbility ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) > AbilityClass, int32 Level, int32 InputID )


description: Grants a Gameplay Ability, activates it once, and removes it. This will be ignored if the actor is not authoritative.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category="Gameplay Abilities", Meta=(DisplayName="Give Ability And Activate Once", ScriptName="GiveAbilityAndActivateOnce")) [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) K2_GiveAbilityAndActivateOnce ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) > AbilityClass, int32 Level, int32 InputID )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Skills", Meta=(DisplayName="InitStats", ScriptName="InitStats")) void K2_InitStats ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) > Attributes, const [UDataTable](API\Runtime\Engine\Engine\UDataTable) * DataTable )


code: virtual void LocalInputCancel()


description: Handle confirm/cancel for target actors

code: virtual void LocalInputConfirm()


description: Get an outgoing GameplayEffectSpec that is ready to be applied to other things.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayEffects) virtual [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) MakeOutgoingSpec ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) > GameplayEffectClass, float Level, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) Context ) const


description: Create an EffectContext for the owner of this AbilitySystemComponent


description: Call to mark that an ability spec has been modified

code: void MarkAbilitySpecDirty ( [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) & Spec, bool WasAddOrRemove )


description: Modify the start time of a gameplay effect, to deal with timers being out of sync originally

code: virtual void ModifyActiveEffectStartTime ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle, float StartTimeDiff )


description: Callback that is called when an owned tag bound to an ability changes

code: virtual void MonitoredTagChanged ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag, int32 NewCount )


description: GameplayCues

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(NetMulticast, Unreliable) virtual void NetMulticast_InvokeGameplayCueExecuted_FromSpec ( const [FGameplayEffectSpecForRPC](API\Plugins\GameplayAbilities\FGameplayEffectSpecForRPC) Spec, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(NetMulticast, Unreliable) virtual void NetMulticast_InvokeGameplayCueExecuted ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(NetMulticast, Unreliable) virtual void NetMulticast_InvokeGameplayCuesExecuted ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) GameplayCueTags, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(NetMulticast, Unreliable) virtual void NetMulticast_InvokeGameplayCueExecuted_WithParams ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey, [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) GameplayCueParameters )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(NetMulticast, Unreliable) virtual void NetMulticast_InvokeGameplayCuesExecuted_WithParams ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) GameplayCueTags, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey, [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) GameplayCueParameters )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(NetMulticast, Unreliable) virtual void NetMulticast_InvokeGameplayCueAdded ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey, [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(NetMulticast, Unreliable) virtual void NetMulticast_InvokeGameplayCueAdded_WithParams ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey, [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) Parameters )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(NetMulticast, Unreliable) virtual void NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec ( const [FGameplayEffectSpecForRPC](API\Plugins\GameplayAbilities\FGameplayEffectSpecForRPC) & Spec, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(NetMulticast, Unreliable) virtual void NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey, [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) GameplayCueParameters )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(NetMulticast, Unreliable) virtual void NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) GameplayCueTags, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey, [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) GameplayCueParameters )


code: virtual void NotifyAbilityActivated ( const [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) Handle, [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Ability )


description: Called from the ability to let the component know it is ended

code: virtual void NotifyAbilityEnded ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) Handle, [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Ability, bool bWasCancelled )


description: Call notify callbacks above

code: virtual void NotifyAbilityCommit ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Ability )


code: virtual void NotifyAbilityFailed ( const [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) Handle, [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Ability, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & FailureReason )


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


description: Called when any gameplay effects are removed


description: Called when a specific attribute aggregator value changes, gameplay effects refresh their values when this happens

code: void OnAttributeAggregatorDirty ( [FAggregator](API\Plugins\GameplayAbilities\FAggregator) * Aggregator, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute, bool FromRecursiveCall )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnAvatarActorDestroyed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: void OnClientActivateAbilityCaughtUp ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToActivate, [FPredictionKey::KeyType](API\Plugins\GameplayAbilities\FPredictionKey\KeyType) PredictionKey )


description: Called when a component is destroyed

code: virtual void OnComponentDestroyed ( bool bDestroyingHierarchy )


code: virtual void OnClientPrintDebug_Response ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Strings, int32 GameFlags )


description: This ASC has successfully applied a GE to something (potentially itself)

code: void OnGameplayEffectAppliedToTarget ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * Target, const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & SpecApplied, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle )


code: void OnGameplayEffectAppliedToSelf ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * Source, const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & SpecApplied, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle )


description: Called when the duration of a gamepaly effect has changed

code: virtual void OnGameplayEffectDurationChange ( struct [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) & ActiveEffect )


code: [FOnActiveGameplayEffectStackChange](API\Plugins\GameplayAbilities\FOnActiveGameplayEffectStackChan-) * OnGameplayEffectStackChangeDelegate ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle )


description: Will be called from GiveAbility or from OnRep. Initializes events (triggers and inputs) with the given ability

code: virtual void OnGiveAbility ( [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) & AbilitySpec )


code: [FOnActiveGameplayEffectTimeChange](API\Plugins\GameplayAbilities\FOnActiveGameplayEffectTimeChang-) * OnGameplayEffectTimeChangeDelegate ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle )


description: Deprecated* Use OnImmunityBlockGameplayEffectDelegate directly. It is trigger from aUImmunityGameplayEffectComponent. You can create your own GameplayEffectComponent if you need different functionality.

code: virtual void OnImmunityBlockGameplayEffect ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & Spec, const [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) * ImmunityGE )


description: Called when attribute magnitudes change, to forward information to dependent gameplay effects

code: void OnMagnitudeDependencyChange ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle, const [FAggregator](API\Plugins\GameplayAbilities\FAggregator) * ChangedAggregator )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnOwnerActorDestroyed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: void OnPeriodicGameplayEffectExecuteOnTarget ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * Target, const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & SpecExecuted, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle )


code: void OnPeriodicGameplayEffectExecuteOnSelf ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * Source, const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & SpecExecuted, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle )


description: Called when the ASC's AbilityActorInfo has a PlayerController set.

code: virtual void OnPlayerControllerSet()


description: Called for predictively added gameplay cue. Needs to remove tag count and possible invoke OnRemove event if misprediction

code: virtual void OnPredictiveGameplayCueCatchup ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag )


description: Called when a prediction key that played a montage is rejected

code: void OnPredictiveMontageRejected ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * PredictiveMontage )


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


description: Will be called from RemoveAbility or from OnRep. Unbinds inputs with the given ability

code: virtual void OnRemoveAbility ( [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) & AbilitySpec )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnRep_ActivateAbilities()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnRep_ClientDebugString()


description: Replicated Event for AnimMontages

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnRep_ReplicatedAnimMontage()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnRep_ServerDebugString()


description: Virtual function games can override to do their own stuff when either ServerPrintDebug function runs on the server


code: static void OnShowDebugInfo ( [AHUD](API\Runtime\Engine\GameFramework\AHUD) * HUD, [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FDebugDisplayInfo](API\Runtime\Engine\FDebugDisplayInfo) & DisplayInfo, float & YL, float & YPos )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnSpawnedAttributesEndPlayed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


code: virtual void OnTagUpdated ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag, bool TagExists )


description: Plays a montage and handles replication and prediction based on passed in ability/activation info

code: virtual float PlayMontage ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * AnimatingAbility, [FGameplayAbilityActivationInfo](API\Plugins\GameplayAbilities\FGameplayAbilityActivationInfo) ActivationInfo, [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, float InPlayRate, [FName](API\Runtime\Core\UObject\FName) StartSectionName, float StartTimeSeconds )


description: Called when a component is unregistered. Called after DestroyRenderState_Concurrent and OnDestroyPhysicsState are called.

code: virtual void OnUnregister()


description: Plays a montage without updating replication/prediction structures. Used by simulated proxies when replication tells them to play a montage.

code: virtual float PlayMontageSimulated ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * Montage, float InPlayRate, [FName](API\Runtime\Core\UObject\FName) StartSectionName )


description: Sends a local player Input Pressed event with the provided Input ID, notifying any bound abilities

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay Abilities") void PressInputID ( int32 InputID )


description: Called right before receiving a bunch

code: virtual void PreNetReceive()


description: Called right after receiving a bunch

code: virtual void PostNetReceive()


description: Print a debug list of all gameplay effects

code: void PrintAllGameplayEffects() const


code: virtual void PrintDebug()


description: Called whenever the server time replicates via the game state to keep our cooldown timers in sync with the server

code: virtual void RecomputeGameplayEffectStartTimes ( const float WorldTime, const float ServerWorldTime )


description: ReadyForReplication gets called on replicated components when their owning actor is officially ready for replication. Called after InitializeComponent but before BeginPlay. From there it will only be set false when the component is destroyed. This is where you want to register your replicated subobjects if you already possess some. A component can get replicated beforeHasBegunPlay()is true if inside a tick or inBeginPlay()an RPC is called on it. Requires component to be registered, initialized and set to replicate.

code: virtual void ReadyForReplication()


description: Register a tag event and immediately call it

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterAndCallGameplayTagEvent ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag, FOnGameplayEffectTagCountChanged::FDelegate Delegate, [EGameplayTagEventType::Type](API\Plugins\GameplayAbilities\EGameplayTagEventType__Type) EventType )


description: Register for when an attribute value changes, should be replaced by GetGameplayAttributeValueChangeDelegate

code: [FOnGameplayAttributeChange](API\Plugins\GameplayAbilities\FOnGameplayAttributeChange) & RegisterGameplayAttributeEvent ( [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute )


description: Allow events to be registered for specific gameplay tags being added or removed

code: [FOnGameplayEffectTagCountChanged](API\Plugins\GameplayAbilities\FOnGameplayEffectTagCountChanged) & RegisterGameplayTagEvent ( [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) Tag, [EGameplayTagEventType::Type](API\Plugins\GameplayAbilities\EGameplayTagEventType__Type) EventType )


description: Invokes the WhileActive event for all GCs on active, non inhibited, GEs. This would typically be used on "respawn" or something where the mesh/avatar has changed


description: Returns multicast delegate that is invoked whenever a tag is added or removed (but not if just count is increased. Only for 'new' and 'removed' events)


description: Sends a local player Input Released event with the provided Input ID, notifying any bound abilities

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Gameplay Abilities") void ReleaseInputID ( int32 InputID )


description: This will refresh the Ability's ActorInfo structure based on the current ActorInfo. That is, AvatarActor will be the same but we will look for new AnimInstance, MovementComponent, PlayerController, etc.

code: void RefreshAbilityActorInfo()


description: Called by ServerEndAbility and ClientEndAbility; avoids code duplication.

code: void RemoteEndOrCancelAbility ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToEnd, [FGameplayAbilityActivationInfo](API\Plugins\GameplayAbilities\FGameplayAbilityActivationInfo) ActivationInfo, bool bWasCanceled )


description: Removes all active effects with captured source tags that contain any of the tags in Tags

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayEffects) int32 RemoveActiveEffectsWithSourceTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) Tags )


description: Removes all active effects that apply any of the tags in Tags

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayEffects) int32 RemoveActiveEffectsWithAppliedTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) Tags )


description: Removes all active effects that grant any of the tags in Tags

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayEffects) int32 RemoveActiveEffectsWithGrantedTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) Tags )


description: Removes all active effects that match given query. StacksToRemove=-1 will remove all stacks.

code: virtual int32 RemoveActiveEffects ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Query, int32 StacksToRemove )


description: Removes all active effects that contain any of the tags in Tags

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=GameplayEffects) int32 RemoveActiveEffectsWithTags ( [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) Tags )


description: This only exists so it can be hooked up to a multicast delegate

code: void RemoveActiveGameplayEffect_NoReturn ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle, int32 StacksToRemove )


description: Removes GameplayEffect by Handle. StacksToRemove=-1 will remove all stacks.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category=GameplayEffects) virtual bool RemoveActiveGameplayEffect ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle, int32 StacksToRemove )


description: Removes any GameplayCue added on its own, i.e. not as part of a GameplayEffect.

code: void RemoveAllGameplayCues()


description: Remove active gameplay effects whose backing definition are the specified gameplay effect class

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category=GameplayEffects) virtual void RemoveActiveGameplayEffectBySourceEffect ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayEffect](API\Plugins\GameplayAbilities\UGameplayEffect) > GameplayEffect, [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * InstigatorAbilitySystemComponent, int32 StacksToRemove )


description: Remove all attribute sets

code: void RemoveAllSpawnedAttributes()


description: Remove 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 RemoveGameplayCue_MinimalReplication ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag )


description: Remove a persistent gameplay cue

code: void RemoveGameplayCue ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) GameplayCueTag )


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


description: Remotes previously registered delegate

code: void RemoveGameplayEventTagContainerDelegate ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & TagFilter, [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) DelegateHandle )


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


description: Unregister all the gameplay abilities of this component


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


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


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


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


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


description: Remove a gameplay ability associated to this component

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


description: Remove an existing attribute set

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


description: Replicate that an ability has ended/canceled, to the client or server as appropriate

code: virtual void ReplicateEndOrCancelAbility ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) Handle, [FGameplayAbilityActivationInfo](API\Plugins\GameplayAbilities\FGameplayAbilityActivationInfo) ActivationInfo, [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * Ability, bool bWasCanceled )


description: Allows a component to replicate other subobject on the actor. Must return true if any data gets serialized into the bunch. This method is used only when bReplicateUsingRegisteredSubObjectList is false. Otherwise this function is not called and only the ReplicatedSubObjects list is used.

code: virtual bool ReplicateSubobjects ( class [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel, class [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * Bunch, [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) * RepFlags )


description: Overridable function for sub classes.

code: virtual void ServerAbilityRPCBatch_Internal ( [FServerAbilityRPCBatch](API\Plugins\GameplayAbilities\Abilities\FServerAbilityRPCBatch) & BatchInfo )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerAbilityRPCBatch ( [FServerAbilityRPCBatch](API\Plugins\GameplayAbilities\Abilities\FServerAbilityRPCBatch) BatchInfo )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerCancelAbility ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToCancel, [FGameplayAbilityActivationInfo](API\Plugins\GameplayAbilities\FGameplayAbilityActivationInfo) ActivationInfo )


description: RPC function called from CurrentMontageSetNextSectopnName, replicates to other clients

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, Server, WithValidation) void ServerCurrentMontageSetNextSectionName ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * ClientAnimMontage, float ClientPosition, [FName](API\Runtime\Core\UObject\FName) SectionName, [FName](API\Runtime\Core\UObject\FName) NextSectionName )


description: RPC function called from CurrentMontageJumpToSection, replicates to other clients

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, Server, WithValidation) void ServerCurrentMontageJumpToSectionName ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * ClientAnimMontage, [FName](API\Runtime\Core\UObject\FName) SectionName )


description: RPC function called from CurrentMontageSetPlayRate, replicates to other clients

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Reliable, Server, WithValidation) void ServerCurrentMontageSetPlayRate ( [UAnimMontage](API\Runtime\Engine\Animation\UAnimMontage) * ClientAnimMontage, float InPlayRate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerEndAbility ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToEnd, [FGameplayAbilityActivationInfo](API\Plugins\GameplayAbilities\FGameplayAbilityActivationInfo) ActivationInfo, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


description: Same as ServerPrintDebug_Request but this includes the client debug strings so that the server can embed them in replays

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerPrintDebug_RequestWithStrings ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Strings )


description: Ask the server to send ability system debug information back to the client, via ClientPrintDebug_Response

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerPrintDebug_Request()


description: Direct Input state replication. These will be called if bReplicateInputDirectly is true on the ability and is generally not a good thing to use. (Instead, prefer to use Generic Replicated Events).

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerSetInputPressed ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle )


description: Replicates the Generic Replicated Event to the server with payload.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerSetReplicatedEventWithPayload ( [EAbilityGenericReplicatedEvent::Type](API\Plugins\GameplayAbilities\Abilities\EAbilityGenericReplicatedEvent__-) EventType, [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) CurrentPredictionKey, FVector_NetQuantize100 VectorPayload )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerSetInputReleased ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle )


description: Replicates targeting data to the server

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerSetReplicatedTargetData ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey, const [FGameplayAbilityTargetDataHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityTargetDataHandle) & ReplicatedTargetDataHandle, [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) ApplicationTag, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) CurrentPredictionKey )


description: Replicates to the server that targeting has been cancelled

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerSetReplicatedTargetDataCancelled ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) CurrentPredictionKey )


description: Replicates the Generic Replicated Event to the server.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerSetReplicatedEvent ( [EAbilityGenericReplicatedEvent::Type](API\Plugins\GameplayAbilities\Abilities\EAbilityGenericReplicatedEvent__-) EventType, [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityHandle, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) AbilityOriginalPredictionKey, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) CurrentPredictionKey )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerTryActivateAbilityWithEventData ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToActivate, bool InputPressed, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey, [FGameplayEventData](API\Plugins\GameplayAbilities\Abilities\FGameplayEventData) TriggerEventData )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(Server, Reliable, WithValidation) void ServerTryActivateAbility ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilityToActivate, bool InputPressed, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


description: Updates the level of an already applied gameplay effect. The intention is that this is 'seemless' and doesnt behave like removing/reapplying

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category=GameplayEffects) virtual void SetActiveGameplayEffectLevel ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle, int32 NewLevel )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintAuthorityOnly, Category=GameplayEffects) virtual void SetActiveGameplayEffectLevelUsingQuery ( [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) Query, int32 NewLevel )


description: Changes the avatar actor, leaves the owner actor the same

code: void SetAvatarActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InAvatarActor )


description: Call from OnRep functions to set the attribute base value on the client

code: void SetBaseAttributeValueFromReplication ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute, float NewValue, float OldValue )


code: void SetAvatarActor_Direct ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewAvatarActor )


code: void SetBaseAttributeValueFromReplication ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute, const [FGameplayAttributeData](API\Plugins\GameplayAbilities\FGameplayAttributeData) & NewValue, const [FGameplayAttributeData](API\Plugins\GameplayAbilities\FGameplayAttributeData) & OldValue )


description: Initializes BlockedAbilityBindings variable

code: virtual void SetBlockAbilityBindingsArray ( [FGameplayAbilityInputBinds](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityInputBinds) BindInfo )


code: void SetClientDebugStrings ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > && NewClientDebugStrings )


code: void SetBlockedAbilityBindings ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & NewBlockedAbilityBindings )


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


code: void SetMinimalReplicationTags ( const [FMinimalReplicationTagCountMap](API\Plugins\GameplayAbilities\FMinimalReplicationTagCountMap) & NewMinimalReplicationTags )


description: Method to set the replication method for the position in the montage

code: void SetMontageRepAnimPositionMethod ( [ERepAnimPositionMethod](API\Plugins\GameplayAbilities\Abilities\ERepAnimPositionMethod) InMethod )


description: Actually pushes the final attribute value to the attribute set's property. Should not be called by outside code since this does not go through the attribute aggregator system.

code: void SetNumericAttribute_Internal ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute, float & NewFloatValue )


description: Sets the base value of an attribute. Existing active modifiers are NOT cleared and will act upon the new base value.

code: void SetNumericAttributeBase ( const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute, float NewBaseValue )


code: void SetOwnerActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewOwnerActor )


description: Sets an ability spec to remove when its finished. If the spec is not currently active, it terminates it immediately. Also clears InputID of the Spec.

code: void SetRemoveAbilityOnEnd ( [FGameplayAbilitySpecHandle](API\Plugins\GameplayAbilities\FGameplayAbilitySpecHandle) AbilitySpecHandle )


code: void SetRepAnimMontageInfo ( const [FGameplayAbilityRepAnimMontage](API\Plugins\GameplayAbilities\Abilities\FGameplayAbilityRepAnimMontage) & NewRepAnimMontageInfo )