description: Ends the gameplay cue: either destroying it or recycling it. You must call this manually only if you do not use bAutoDestroyOnRemove/AutoDestroyDelay

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="GameplayCueNotify", DisplayName="End (Recycle) GameplayCue", Meta=(ScriptName="EndGameplayCue")) virtual void K2_EndGameplayCue()


description: Generic Event Graph event that will get called for every event type

module: GameplayAbilities

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Category="GameplayCueNotify", DisplayName="HandleGameplayCue", Meta=(ScriptName="HandleGameplayCue")) void K2_HandleGameplayCue ( [AActor](API\Runtime\Engine\GameFramework\AActor) * MyTarget, [EGameplayCueEvent::Type](API\Plugins\GameplayAbilities\EGameplayCueEvent__Type) EventType, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: Called when a GameplayCue with duration is first activated, this will only be called if the client witnessed the activation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="GameplayCueNotify") bool OnActive ( [AActor](API\Runtime\Engine\GameFramework\AActor) * MyTarget, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: Called when a GameplayCue is executed, this is used for instant effects or periodic ticks

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="GameplayCueNotify") bool OnExecute ( [AActor](API\Runtime\Engine\GameFramework\AActor) * MyTarget, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


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


description: Called when a GameplayCue with duration is removed

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="GameplayCueNotify") bool OnRemove ( [AActor](API\Runtime\Engine\GameFramework\AActor) * MyTarget, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: Called when a property on this object has been modified externally

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


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Called when returning to the recycled pool. Reset all state so that it can be reused. Return false if this class cannot be recycled.

code: virtual bool Recycle()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Set the owner of this Actor, used primarily for network replication.

code: virtual void SetOwner ( [AActor](API\Runtime\Engine\GameFramework\AActor) * NewOwner )


description: Called when we are about to reuse the GC. Should undo anything done in Recycle like hiding the actor

code: virtual void ReuseAfterRecycle()


description: Called when a GameplayCue with duration is first seen as active, even if it wasn't actually just applied (Join in progress, etc)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="GameplayCueNotify") bool WhileActive ( [AActor](API\Runtime\Engine\GameFramework\AActor) * MyTarget, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


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


description: An instantiated Actor that acts as a handler of a GameplayCue. Since they are instantiated, they can maintain state and tick/update every frame if necessary.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Meta=(ShowWorldContextPin), HideCategories=(Replication)) class AGameplayCueNotify_Actor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

AutoDestroyDelay

type: float

description: If bAutoDestroyOnRemove is true, the actor will stay alive for this many seconds before being auto destroyed.

bAllowMultipleOnActiveEvents

type: bool

description: Does this cue trigger its OnActive event if it's already been triggered? This can occur when the associated tag is triggered by multiple sources and there is no unique instancing.

bAllowMultipleWhileActiveEvents

description: Does this cue trigger its WhileActive event if it's already been triggered? This can occur when the associated tag is triggered by multiple sources and there is no unique instancing.

bAutoAttachToOwner

description: If true, attach this GameplayCue Actor to the target actor while it is active.

bAutoDestroyOnRemove

description: We will auto destroy (recycle) this GameplayCueActor when the OnRemove event fires (after OnRemove is called).

bInRecycleQueue

description: Set when the GC actor is in the recycle queue (E.g., not active in world. This is to prevent rentrancy in the recyle code since multiple paths can lead the GC actor there)

bUniqueInstancePerInstigator

description: Does this cue get a new instance for each instigator? For example if two instigators apply a GC to the same source, do we create two of these GameplayCue Notify actors or just one? If the notify is simply playing FX or sounds on the source, it should not need unique instances.

bUniqueInstancePerSourceObject

description: Does this cue get a new instance for each source object? For example if two source objects apply a GC to the same source, do we create two of these GameplayCue Notify actors or just one? If the notify is simply playing FX or sounds on the source, it should not need unique instances.

CueInstigator

type: TWeakObjectPtr<...

description: Keep track of the Instigator so we can decide if this GameplayCueNotify is one we're searching for.

CueSourceObject

description: Keep track of the SourceObject so we can decide if this GameplayCueNotify is one we're searching for.

FinishTimerHandle

type: FTimerHandle

GameplayCueName

type: FName

description: Mirrors GameplayCueTag in order to be asset registry searchable

GameplayCueTag

type: FGameplayTag

description: Tag this notify is activated by

IsOverride

description: Does this Cue override other cues, or is it called in addition to them? E.g., If this is Damage.Physical.Slash, we wont call Damage.Physical afer we run this cue.

NumPreallocatedInstances

description: How many instances of the gameplay cue to preallocate

WarnIfLatentActionIsStillRunning

description: Warn if we have a latent action (delay, etc) running when we cleanup this gameplay cue (we will kill the latent action either way)

WarnIfTimelineIsStillRunning

description: Warn if we have a timeline running when we cleanup this gameplay cue (we will kill the timeline either way)


description: Returns Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void OnBurst ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters, const [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & SpawnResults )


code: virtual bool OnExecute_Implementation ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: This is an instanced gameplay cue notify for effects that are one-offs. Since it is instanced, it can do latent things like time lines or delays.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, NotPlaceable, Category="GameplayCueNotify", Meta=(ShowWorldContextPin, DisplayName="GCN Burst Latent", ShortTooltip="A one-off GameplayCueNotify that can use latent actions such as timelines.")) class AGameplayCueNotify_BurstLatent : public [AGameplayCueNotify_Actor](API\Plugins\GameplayAbilities\AGameplayCueNotify_Actor)

BurstEffects

type: FGameplayCueNot...

description: List of effects to spawn on burst.

BurstSpawnResults

description: Results of spawned burst effects.

DefaultPlacementInfo

description: Default placement rules. Applies for all spawns unless overridden.

DefaultSpawnCondition

description: Default condition to check before spawning anything. Applies for all spawns unless overridden.


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


code: virtual bool OnActive_Implementation ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void OnApplication ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters, const [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & SpawnResults )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void OnLoopingStart ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters, const [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & SpawnResults )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void OnRecurring ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters, const [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & SpawnResults )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent) void OnRemoval ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters, const [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & SpawnResults )


code: virtual bool OnRemove_Implementation ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: Called when returning to the recycled pool. Reset all state so that it can be reused. Return false if this class cannot be recycled.

code: virtual bool Recycle()


code: void RemoveLoopingEffects()


code: virtual bool WhileActive_Implementation ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Target, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


description: This is an instanced gameplay cue notify for continuous looping effects. The game is responsible for defining the start/stop by adding/removing the gameplay cue.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, NotPlaceable, Category="GameplayCueNotify", Meta=(ShowWorldContextPin, DisplayName="GCN Looping", ShortTooltip="A GameplayCueNotify that has a duration that is driven by the game.")) class AGameplayCueNotify_Looping : public [AGameplayCueNotify_Actor](API\Plugins\GameplayAbilities\AGameplayCueNotify_Actor)

ApplicationEffects

description: List of effects to spawn on application. These should not be looping effects!

ApplicationSpawnResults

description: Results of spawned application effects.

LoopingEffects

description: List of effects to spawn on loop start.

LoopingSpawnResults

description: Results of spawned looping effects.

RecurringEffects

description: List of effects to spawn for a recurring gameplay effect (e.g. each time a DOT ticks). These should not be looping effects!

RecurringSpawnResults

description: Results of spawned recurring effects.

RemovalEffects

description: List of effects to spawn on removal. These should not be looping effects!

RemovalSpawnResults

description: Results of spawned removal effects.


code: namespace EAlignHorizontal { enum Type { Left, Center, Right, } }


description: Describes the status of activating this ability, this is updated as prediction is handled

code: namespace EGameplayAbilityActivationMode { enum Type { Authority, NonAuthority, Predicting, Confirmed, Rejected, } }


code: namespace EAlignVertical { enum Type { Top, Center, Bottom, } }


className: EAttributeBasedFloatCalculationType

description: Enumeration outlining the possible attribute based float calculation policies.

code: enum EAttributeBasedFloatCalculationType { AttributeMagnitude, AttributeBaseValue, AttributeBonusMagnitude, AttributeMagnitudeEvaluatedUpToChannel, }


className: EGameplayCueEventToString

code: [FString](API\Runtime\Core\Containers\FString) EGameplayCueEventToString ( int32 Type )


description: E.g., "Ability1" is the command string that is bound to AbilitySystemComponent::ActivateAbility(1). The Meta data onlysuggeststhat you are binding "Ability1" to LMB by default in your projects DefaultInput.ini.

code: namespace EGameplayAbilityInputBinds { enum Type { Ability1, Ability2, Ability3, Ability4, Ability5, Ability6, Ability7, Ability8, Ability9, } }


description: Indicates what type of action happened to a specific gameplay cue tag. Sometimes you will get multiple events at once

code: namespace EGameplayCueEvent { enum Type { OnActive, WhileActive, Executed, Removed, } }


className: EGameplayCueExecutionOptions

description: Options to specify what parts of gameplay cue execution should be skipped

code: enum EGameplayCueExecutionOptions { Default = 0, IgnoreInterfaces = 0x00000001, IgnoreNotifies = 0x00000002, IgnoreTranslation = 0x00000004, IgnoreSuppression = 0x00000008, IgnoreDebug = 0x00000010, }


description: Specifies if the gameplay cue notify should attach to the target actor.

code: enum EGameplayCueNotify_AttachPolicy { DoNotAttach, AttachToTarget, }


description: Used by some effects (like camera shakes) to specify what coordinate space the they should be applied in.

code: enum EGameplayCueNotify_EffectPlaySpace { WorldSpace, CameraSpace, }


description: Specifies what actor to use when determining if the gameplay cue notify is locally controlled.

code: enum EGameplayCueNotify_LocallyControlledSource { InstigatorActor, TargetActor, }


description: Specifies if the gameplay cue notify should spawn based on it being locally controlled.

code: enum EGameplayCueNotify_LocallyControlledPolicy { Always, LocalOnly, NotLocal, }


className: EGameplayCuePayloadType

description: Describes what type of payload is attached to a cue execution, we only replicate what is needed

code: enum EGameplayCuePayloadType { CueParameters, FromSpec, }


className: EGameplayEffectAttributeCaptureSource

description: Enumeration for options of where to capture gameplay attributes from for gameplay effects.

code: enum EGameplayEffectAttributeCaptureSource { Source, Target, }


className: EGameplayEffectDurationType

description: Gameplay effect duration policies

code: enum EGameplayEffectDurationType { Instant, Infinite, HasDuration, }


description: Describes what happens when a GameplayEffect, that is granting an active ability, is removed from its owner.

code: enum EGameplayEffectGrantedAbilityRemovePolicy { CancelAbilityImmediately, RemoveAbilityOnEnd, DoNothing, }


className: EGameplayEffectMagnitudeCalculation

description: Enumeration outlining the possible gameplay effect magnitude calculation policies.

code: enum EGameplayEffectMagnitudeCalculation { ScalableFloat, AttributeBased, CustomCalculationClass, SetByCaller, }


description: Enumeration of policies for dealing with the period of a gameplay effect when inhibition is removed

code: enum EGameplayEffectPeriodInhibitionRemovedPolicy { NeverReset, ResetPeriod, ExecuteAndResetPeriod, }


description: Enumeration representing the types of scoped modifier aggregator usages available

code: enum EGameplayEffectScopedModifierAggregatorType { CapturedAttributeBacked, Transient, }


className: EGameplayEffectReplicationMode

description: How gameplay effects will be replicated to clients

code: enum EGameplayEffectReplicationMode { Minimal, Mixed, Full, }


className: EGameplayEffectStackingDurationPolicy

description: Enumeration of policies for dealing with duration of a gameplay effect while stacking

code: enum EGameplayEffectStackingDurationPolicy { RefreshOnSuccessfulApplication, NeverRefresh, }


className: EGameplayEffectStackingExpirationPolicy

description: Enumeration of policies for dealing gameplay effect stacks that expire (in duration based effects).

code: enum EGameplayEffectStackingExpirationPolicy { ClearEntireStack, RemoveSingleStackAndRefreshDuration, RefreshDuration, }


className: EGameplayEffectStackingPeriodPolicy

description: Enumeration of policies for dealing with the period of a gameplay effect while stacking

code: enum EGameplayEffectStackingPeriodPolicy { ResetOnSuccessfulApplication, NeverReset, }


className: EGameplayEffectStackingType

description: Enumeration for ways a single GameplayEffect asset can stack.

code: enum EGameplayEffectStackingType { None, AggregateBySource, AggregateByTarget, }


className: EGameplayEffectVersion

description: The version of theUGameplayEffect. Used for upgrade paths.

code: enum EGameplayEffectVersion { Monolithic, Modular53, AbilitiesComponent53, Current = AbilitiesComponent53, }


className: EGameplayModEffectToString

code: [FString](API\Runtime\Core\Containers\FString) EGameplayModEffectToString ( int32 Type )


className: EGameplayModEvaluationChannel

description: Valid gameplay modifier evaluation channels; Displayed and renamed via game-specific aliases and options

code: enum EGameplayModEvaluationChannel { Channel0, Channel1, Channel2, Channel3, Channel4, Channel5, Channel6, Channel7, Channel8, Channel9, Channel_MAX, }


className: EGameplayModOpToString

description: Wrappers to convert enum to string. These are fairly slow

code: [FString](API\Runtime\Core\Containers\FString) EGameplayModOpToString ( int32 Type )


className: EGameplayModToString

code: [FString](API\Runtime\Core\Containers\FString) EGameplayModToString ( int32 Type )


description: Defines the ways that mods will modify attributes. Numeric ones operate on the existing value, override ignores it

code: namespace EGameplayModOp { enum Type { Additive = 0, Multiplicitive, Division, Override, Max, } }


description: Rather a tag was added or removed, used in callbacks

code: namespace EGameplayTagEventType { enum Type { NewOrRemoved, AnyCountChange, } }


className: FAbilityEnded

description: Called when ability ends

code: typedef TMulticastDelegate_OneParam< void, [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * > FAbilityEnded


className: FAbilityFailedDelegate

description: Called when ability fails to activate, passes along the failed ability and a tag explaining why

code: typedef TMulticastDelegate_TwoParams< void, const [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) *, const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & > FAbilityFailedDelegate


className: FAbilitySpecDirtied

description: Notify interested parties that ability spec has been modified

code: typedef TMulticastDelegate_OneParam< void, const [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) & > FAbilitySpecDirtied


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


code: void PreReplicatedRemove ( const struct [FActiveGameplayCueContainer](API\Plugins\GameplayAbilities\FActiveGameplayCueContainer) & InArray )


className: FActiveGameplayCue

bPredictivelyRemoved

description: Has this been predictively removed on the client?

Parameters

type: FGameplayCuePar...

PredictionKey

type: FPredictionKey


code: void AddCue ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag, const [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) & PredictionKey, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & Parameters )


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


description: Does explicit check for gameplay cue tag

code: bool HasCue ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag ) const


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


code: void PredictiveAdd ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) & PredictionKey )


description: Marks as predictively removed so that we dont invoke remove event twice due to onrep

code: void PredictiveRemove ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag )


description: Will broadcast the OnRemove event for all currently active cues.

code: void RemoveAllCues()


code: void RemoveCue ( const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & Tag )


description: Returns true if the instance should be replicated. If false the property is allowed to be disabled for replication.

code: bool ShouldReplicate() const


className: FActiveGameplayCueContainer

bMinimalReplication

description: Should this container only replicate in minimal replication mode

GameplayCues

type: TArray<FActive...


code: void SetOwner ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * InOwner )


description: UTargetTagRequirementsGameplayEffectComponent

code: void CheckOngoingTagRequirements ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & OwnerTags, struct [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & OwningContainer, bool bInvokeGameplayCueEvents )


description: Method to check if this effect should remove because the owner tags pass the RemovalTagRequirements requirement check

code: bool CheckRemovalTagRequirements ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & OwnerTags, struct [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & OwningContainer ) const


code: float GetDuration() const


description: Debug string used by Fast Array serialization


code: float GetEndTime() const


code: float GetPeriod() const


code: float GetTimeRemaining ( float WorldTime ) const


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


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


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


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


code: void PreReplicatedRemove ( const struct [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & InArray )


description: Refreshes the cached StartWorldTime for this effect. To be used when the server/client world time delta changes significantly to keep the start time in sync.

code: void RecomputeStartWorldTime ( const [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & InArray )


code: void RecomputeStartWorldTime ( const float WorldTime, const float ServerWorldTime )


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


description: IMPORTANT: Any new state added toFActiveGameplayEffectmust be handled in the copy/move constructor/operator

code: FActiveGameplayEffect()


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


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


code: FActiveGameplayEffect ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) InHandle, const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & InSpec, float CurrentWorldTime, float InStartServerWorldTime, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) InPredictionKey )


className: FActiveGameplayEffect

description: Active GameplayEffect instance -What GameplayEffect Spec -Start time -When to execute next -Replication callbacks

bIsInhibited

description: Not sure if this should replicate or not. If replicated, we may have trouble where IsInhibited doesn't appear to change when we do tag checks (because it was previously inhibited, but replication made it inhibited).

bPendingRepOnActiveGC

description: When replicated down, we cue the GC events until the entire list of active gameplay effects has been received

CachedStartServerWorldTime

description: Used for handling duration modifications being replicated

ClientCachedStackCount

description: Last StackCount that the client had.

EventSet

type: FActiveGameplay...

description: All the bindable events for this active effect (bundled to allow easier non-const access to these events via the ASC)

GrantedAbilityHandles

type: TArray<FGamepl...

description: Handles of Gameplay Abilities that were granted to the target by this Active Gameplay Effect

Handle

description: Globally unique ID for identify this active gameplay effect.

Spec

type: FGameplayEffect...

StartServerWorldTime

description: Server time this started


description: Creates a new handle, will be set to successfully applied

code: static [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) GenerateNewHandle ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * OwningComponent )


className: FActiveGameplayEffectEvents

description: Callback struct for different types of gameplay effect changes

code: struct FActiveGameplayEffectEvents

OnEffectRemoved

type: FOnActiveGamepl...


description: Returns the ability system component that created this handle


description: True if this is tracking an active ongoing gameplay effect

code: bool IsValid() const


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


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


description: Remove this from the GetOwningAbilitySystemComponent map

code: void RemoveFromGlobalMap()


description: Resets the map that supports GetOwningAbilitySystemComponent

code: static void ResetGlobalHandleMap()


description: True if this applied a gameplay effect. This can be true when it is not valid if it applied an instant effect

code: bool WasSuccessfullyApplied() const


code: FActiveGameplayEffectHandle()


code: FActiveGameplayEffectHandle ( int32 InHandle )


className: FActiveGameplayEffectHandle

description: This handle is required for things outside ofFActiveGameplayEffectsContainerto refer to a specific active GameplayEffect For example if a skill needs to create an active effect and then destroy that specific effect that it created, it has to do so through a handle. a pointer or index into the active list is not sufficient. These are not synchronized between clients and server.


code: ElementType * operator->() const


code: ElementType & operator*() const


code: FActiveGameplayEffectIterator ( const ContainerType & InContainer, int32 StartIdx )


code: ~FActiveGameplayEffectIterator()


className: FActiveGameplayEffectIterator

code: template<typename ElementType, typename ContainerType> class FActiveGameplayEffectIterator


code: FActiveGameplayEffectQuery()


description: Returns true if Effect matches the criteria of this query, which will be overridden by CustomMatch if it is bound. Returns false otherwise.

code: bool Matches ( const [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) & Effect ) const


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


className: FActiveGameplayEffectQuery

description: Any requirements specified in the query are required: must meet "all" not "one".

CustomMatch

description: Bind this to override the default query-matching code.

EffectDef

type: constUGameplay...

description: Matches on GameplayEffects with this definition

EffectSource

type: constUObject&...

description: Matches on GameplayEffects which come from this source

EffectTagContainer

type: constFGameplay...

description: Used to match with InheritableGameplayEffectTags

description: Used to reject matches with InheritableGameplayEffectTags

IgnoreHandles

description: Handles to ignore as matches, even if other criteria is met

ModifyingAttribute

type: FGameplayAttrib...

description: Matches on GameplayEffects which modify given attribute

OwningTagContainer

description: Used to match with InheritableOwnedTagsContainer

description: Used to reject matches with InheritableOwnedTagsContainer


className: FActiveGameplayEffectQueryCustomMatch

code: typedef TBaseDelegate_OneParam< bool, const [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) & > FActiveGameplayEffectQueryCustomMatch


code: [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) * ApplyGameplayEffectSpec ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & Spec, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) & InPredictionKey, bool & bFoundExistingStackableGE )


description: Actually applies given mod to the attribute

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, const [FGameplayEffectModCallbackData](API\Plugins\GameplayAbilities\FGameplayEffectModCallbackData) * ModData )


description: Method called during effect application to process if any active effects should be removed from this effects application

code: void AttemptRemoveActiveEffectsOnEffectApplication ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & InSpec, const [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) & InHandle )


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


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

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


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


description: Performs a deep copy on the source container, duplicating all gameplay effects and reconstructing the attribute aggregator map to match the passed in source.

code: void CloneFrom ( const [FActiveGameplayEffectsContainer](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer) & Source )


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


className: DebugExecutedGameplayEffectData

code: struct DebugExecutedGameplayEffectData

ActivationState

type: FString

Magnitude

type: float

ModifierOp

type: TEnumAsByte<EG...


description: This is the main function that executes a GameplayEffect on Attributes and ActiveGameplayEffects

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


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


description:
Get the count of the effects matching the specified query (including stack count)
Count of the effects matching the specified query

code: int32 GetActiveEffectCount ( const [FGameplayEffectQuery](API\Plugins\GameplayAbilities\FGameplayEffectQuery) & Query, bool bEnforceOnGoingCheck ) const


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


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


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


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


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


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


code: void GetActiveGameplayEffectDataByAttribute ( [TMultiMap](API\Runtime\Core\Containers\TMultiMap)< [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute), [FActiveGameplayEffectsContainer::DebugExecutedGameplayEffectData](API\Plugins\GameplayAbilities\FActiveGameplayEffectsContainer\DebugExecutedGam-_1) > & EffectMap ) const


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


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


description: To iterate over all 'valid' gameplay effects, use the CreateConstIterator/CreateIterator or the stl style range iterator

code: const FActiveGameplayEffect &42; GetActiveGameplayEffect &40; int32 idx &41; const


code: FActiveGameplayEffect &42; GetActiveGameplayEffect &40; int32 idx &41;


description: Returns an array of all of the active gameplay effect handles


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


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


code: float GetEffectContribution ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute )


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


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


code: float GetGameplayEffectMagnitude ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) Attribute ) 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:
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: Returns the total number of gameplay effects. NOTE this does include GameplayEffects that pending removal. Any pending remove gameplay effects are deleted at the end of their scope lock

code: int32 GetNumGameplayEffects() const


description: Returns which ELifetimeCondition can be used for this instance to replicate to relevant connections. This can be used to change the condition if the property is set to use COND_Dynamic in an object's GetLifetimeReplicatedProps implementation.


code: float GetServerWorldTime() const


code: float GetWorldTime() const


description: Deprecated* UseUImmunityGameplayEffectComponent. This function will now always return false.

code: bool HasApplicationImmunityToSpec ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & SpecToApply, const [FActiveGameplayEffect](API\Plugins\GameplayAbilities\FActiveGameplayEffect) *& OutGEThatProvidedImmunity ) const


code: void GrabDebugSnapshot ( [FVisualLogEntry](API\Runtime\Engine\VisualLogger\FVisualLogEntry) * Snapshot ) const


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


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


code: bool IsNetAuthority() const


code: bool IsServerWorldTimeAvailable() const


description: Return whether the container is using COND_Dynamic and setting the proper condition at runtime.


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


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


description: Called every time data has been modified by the FastArraySerializer

code: void PostReplicatedReceive ( const [FFastArraySerializer::FPostReplicatedReceiveParameters](API\Runtime\NetCore\Net\Serialization\FFastArraySerializer\FPostReplicatedR-) & Parameters )


description: WARNING: This will locally perform attribute changes on your client so beware.

code: void PredictivelyExecuteEffectSpec ( [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & Spec, [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey, const bool bPredictGameplayCues )


code: void PrintAllGameplayEffects() const


description: Recomputes the start time for all active abilities

code: void RecomputeStartWorldTimes ( const float WorldTime, const float ServerWorldTime )


description: Deprecated* Use GetGameplayAttributeValueChangeDelegate (the delegate signature has changed)

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


code: void RegisterWithOwner ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * Owner )


description: Called on server to remove a GameplayEffect

code: bool RemoveActiveGameplayEffect ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) Handle, int32 StacksToRemove )


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


code: void SetActiveGameplayEffectLevel ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle, int32 NewLevel )


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


description: Set whether the container is using COND_Dynamic and setting the proper condition at runtime.

code: void SetIsUsingReplicationCondition ( bool bInIsUsingReplicationCondition )


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


description: Update a set-by-caller magnitude for the active effect to match the new value, if possible

code: void UpdateActiveGameplayEffectSetByCallerMagnitude ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle, const [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag) & SetByCallerTag, float NewValue )


description: Update set-by-caller magnitudes for the active effect to match the new values, if possible; Replaces existing values

code: void UpdateActiveGameplayEffectSetByCallerMagnitudes ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle, const [TMap](API\Runtime\Core\Containers\TMap)< [FGameplayTag](API\Runtime\GameplayTags\FGameplayTag), float > & NewSetByCallerValues )


code: FActiveGameplayEffectsContainer()


code: ~FActiveGameplayEffectsContainer()


className: FActiveGameplayEffectsContainer

description: for (constFActiveGameplayEffect& Effect : this) {} for (auto It =CreateConstIterator(); It; ++It) {}

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

DebugExecutedGameplayEffects

type: TArray<DebugEx...

description: Stores a record of gameplay effects that have executed and their results. Useful for debugging

OnActiveGameplayEffectRemovedDelegate

type: FOnGivenActiveG...

Owner

type: UAbilitySystemC...

OwnerIsNetAuthority

type: bool


code: void AddAggregatorMod ( float EvaluatedData, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EGameplayModOp::Type](API\Plugins\GameplayAbilities\EGameplayModOp__Type) > ModifierOp, [EGameplayModEvaluationChannel](API\Plugins\GameplayAbilities\EGameplayModEvaluationChannel) ModifierChannel, const [FGameplayTagRequirements](API\Plugins\GameplayAbilities\FGameplayTagRequirements) * SourceTagReqs, const [FGameplayTagRequirements](API\Plugins\GameplayAbilities\FGameplayTagRequirements) * TargetTagReqs, bool IsPredicted, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle )


code: void AddModsFrom ( const [FAggregator](API\Plugins\GameplayAbilities\FAggregator) & SourceAggregator )


description: Evaluates the Aggregator with the internal base value and given parameters

code: float Evaluate ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters ) const


description: Evaluates the Aggregator to compute its "bonus" (final - base) value

code: float EvaluateBonus ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters ) const


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


description: Evaluates the contribution from the GE associated with ActiveHandle

code: float EvaluateContribution ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle ) const


description: Evaluates the aggregator with the internal base value and given parameters, up to the specified evaluation channel (inclusive)

code: float EvaluateToChannel ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters, [EGameplayModEvaluationChannel](API\Plugins\GameplayAbilities\EGameplayModEvaluationChannel) FinalChannel ) const


description: Calls ::UpdateQualifies on each mod. Useful for when you need to manually inspect aggregators

code: void EvaluateQualificationForAllMods ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters ) const


description: Evaluates the Aggregator with an arbitrary base value

code: float EvaluateWithBase ( float InlineBaseValue, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters ) const


code: void ExecModOnBaseValue ( [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EGameplayModOp::Type](API\Plugins\GameplayAbilities\EGameplayModOp__Type) > ModifierOp, float EvaluatedMagnitude )


className: FOnAggregatorDirty

code: typedef TMulticastDelegate_OneParam< void, [FAggregator](API\Plugins\GameplayAbilities\FAggregator) * > FOnAggregatorDirty


description: Simple accessor to base value

code: float GetBaseValue() const


description: Helper function for iterating through all mods within the aggregator

code: void ForEachMod ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [FAggregatorModInfo](API\Plugins\GameplayAbilities\FAggregatorModInfo) &) > ) const


description: Populate a mapping of channel to corresponding mods

code: void GetAllAggregatorMods ( [TMap](API\Runtime\Core\Containers\TMap)< [EGameplayModEvaluationChannel](API\Plugins\GameplayAbilities\EGameplayModEvaluationChannel), const [TArray](API\Runtime\Core\Containers\TArray)< [FAggregatorMod](API\Plugins\GameplayAbilities\FAggregatorMod) > * > & OutMods ) const


description: Called when the aggregator's gameplay effect dependencies have potentially been swapped out for new ones, like when GE arrays are cloned. Updates the modifier channel container appropriately, as well as directly-specified dependents.

code: void OnActiveEffectDependenciesSwapped ( const [TMap](API\Runtime\Core\Containers\TMap)< [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle), [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) > & SwappedDependencies )


description: Works backwards to calculate the base value. Used on clients for doing predictive modifiers

code: float ReverseEvaluate ( float FinalValue, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters ) const


description: Removes all mods for the passed in handle and marks this as dirty to recalculate the aggregator

code: void RemoveAggregatorMod ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle )


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


code: void SetBaseValue ( float NewBaseValue, bool BroadcastDirtyEvent )


code: static float StaticExecModOnBaseValue ( float BaseValue, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EGameplayModOp::Type](API\Plugins\GameplayAbilities\EGameplayModOp__Type) > ModifierOp, float EvaluatedMagnitude )


description: Updates the aggregators for the past in handle, this will handle it so the UAttributeSets stats only get one update for the delta change

code: void UpdateAggregatorMod ( [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) ActiveHandle, const [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & Attribute, const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & Spec, bool bWasLocallyGenerated, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) InHandle )


code: FAggregator ( float InBaseValue )


className: FAggregator

code: struct FAggregator : public [TSharedFromThis< FAggregator >](API\Runtime\Core\Templates\TSharedFromThis)

EvaluationMetaData

type: FAggregatorEval...

description: Custom meta data for the aggregator

NetUpdateID

description: NetworkID that we had our last update from.

OnDirty

type: FOnAggregatorDi...


className: FCustomQualifiesFunc

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) &, const [FAggregator](API\Plugins\GameplayAbilities\FAggregator) *) > FCustomQualifiesFunc


code: FAggregatorEvaluateMetaData ( [FCustomQualifiesFunc](API\Plugins\GameplayAbilities\FAggregatorEvaluateMetaData\FCustomQualifiesFunc) InQualifierFunc )


code: void TakeSnapshotOf ( const [FAggregator](API\Plugins\GameplayAbilities\FAggregator) & AggToSnapshot )


description: Static FAggregatorEvaluateMetaDatas that use the above functions


className: FAggregatorEvaluateMetaData

description: Data that is used in aggregator evaluation that is intrinsic to the aggregator itself. Not passed in from the game code (though maybe originally setup once by the game code)

code: struct FAggregatorEvaluateMetaData

CustomQualifiesFunc

type: FCustomQualifie...


className: FAggregatorEvaluateMetaDataLibrary


code: FAggregatorEvaluateParameters()


className: FAggregatorEvaluateParameters

description: Data that is used in aggregator evaluation that is passed from the caller/game code

code: struct FAggregatorEvaluateParameters

AppliedSourceTagFilter

type: FGameplayTagCon...

description: If any tags are specified in the filter, a mod's owning active gameplay effect's source tags must match ALL of them in order for the mod to count during evaluation

AppliedTargetTagFilter

description: If any tags are specified in the filter, a mod's owning active gameplay effect's target tags must match ALL of them in order for the mod to count during evaluation

IgnoreHandles

type: TArray<FActive...

description: Any mods with one of these handles will be ignored during evaluation

SourceTags

description: This tag container is expected to hold all aggregrated tags of the gameplay effect's source: from ability system component, effect spec, ability, calculation specific tags, etc.

TargetTags

description: This tag container is expected to hold all aggregrated tags of the gameplay effect's target: from ability system component, effect spec, ability, calculation specific tags, etc.


description: Intended to be used byFAggregatorEvaluateMetaData::CustomQualifiesFuncto toggle qualifications of mods

code: void SetExplicitQualifies ( bool NewQualifies ) const


description: Called to update the Qualifies bool

code: void UpdateQualifies ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters ) const


className: FAggregatorMod

code: struct FAggregatorMod

ActiveHandle

type: FActiveGameplay...


description: Add a modifier to the channel

code: void AddMod ( float EvaluatedMagnitude, [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< [EGameplayModOp::Type](API\Plugins\GameplayAbilities\EGameplayModOp__Type) > ModOp, const [FGameplayTagRequirements](API\Plugins\GameplayAbilities\FGameplayTagRequirements) * SourceTagReqs, const [FGameplayTagRequirements](API\Plugins\GameplayAbilities\FGameplayTagRequirements) * TargetTagReqs, bool bIsPredicted, const [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) & ActiveHandle )


description: Add the specified channel's mods into this channel

code: void AddModsFrom ( const [FAggregatorModChannel](API\Plugins\GameplayAbilities\FAggregatorModChannel) & Other )


description:
Evaluates the channel's mods with the specified base value and evaluation parameters
Evaluated value based upon the channel's mods

code: float EvaluateWithBase ( float InlineBaseValue, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters ) const


description: Helper function for iterating through all mods within a channel

code: void ForEachMod ( [FAggregatorModInfo](API\Plugins\GameplayAbilities\FAggregatorModInfo) & Info, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [FAggregatorModInfo](API\Plugins\GameplayAbilities\FAggregatorModInfo) &) > Func ) const


description: Populate a mapping of channel to corresponding mods

code: void GetAllAggregatorMods ( [EGameplayModEvaluationChannel](API\Plugins\GameplayAbilities\EGameplayModEvaluationChannel) Channel, [TMap](API\Runtime\Core\Containers\TMap)< [EGameplayModEvaluationChannel](API\Plugins\GameplayAbilities\EGameplayModEvaluationChannel), const [TArray](API\Runtime\Core\Containers\TArray)< [FAggregatorMod](API\Plugins\GameplayAbilities\FAggregatorMod) > * > & OutMods ) const


description: Called when the mod channel's gameplay effect dependencies have potentially been swapped out for new ones, like when GE arrays are cloned. Updates mod handles appropriately.

code: void OnActiveEffectDependenciesSwapped ( const [TMap](API\Runtime\Core\Containers\TMap)< [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle), [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) > & SwappedDependencies )


description: Remove all mods from the channel that match the specified gameplay effect handle

code: void RemoveModsWithActiveHandle ( const [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) & Handle )


description:
This will be deprecated/removed soon with the transition to struct-based attributes.
True if the reverse evaluation was successful, false if it was not

code: bool ReverseEvaluate ( float FinalValue, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters, float & ComputedValue ) const


description:
Helper function to sum all of the mods in the specified array, using the specified modifier bias and evaluation parameters
Summed value of mods

code: static float SumMods ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAggregatorMod](API\Plugins\GameplayAbilities\FAggregatorMod) > & InMods, float Bias, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters )


description: Runs UpdateQualifies on all mods

code: void UpdateQualifiesOnAllMods ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters ) const


className: FAggregatorModChannel

description: Struct representing an individual aggregation channel/depth. Contains mods of all mod op types.

code: struct FAggregatorModChannel


description: Adds the mods from specified container to this one

code: void AddModsFrom ( const [FAggregatorModChannelContainer](API\Plugins\GameplayAbilities\FAggregatorModChannelContainer) & Other )


description: Calls ::UpdateQualifies on each mod

code: void EvaluateQualificationForAllMods ( const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters ) const


description:
Similar to EvaluateWithBase (see comment there for details), but terminates early after evaluating the specified final channel instead of continuing through every possible channel
Result of the specified base value run through each modifier in each evaluation channel in numeric order

code: float EvaluateWithBaseToChannel ( float InlineBaseValue, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters, [EGameplayModEvaluationChannel](API\Plugins\GameplayAbilities\EGameplayModEvaluationChannel) FinalChannel ) const


description:
EXAMPLE: BaseValue: 2, Channel 0 has a +2 Additive Mod, Channel 1 is provided a base value of 4 to run through its modifiers
Result of the specified base value run through each modifier in each evaluation channel in numeric order


description:
Find or add a modifier channel for the specified enum value
Modifier channel for the specified enum value

code: [FAggregatorModChannel](API\Plugins\GameplayAbilities\FAggregatorModChannel) & FindOrAddModChannel ( [EGameplayModEvaluationChannel](API\Plugins\GameplayAbilities\EGameplayModEvaluationChannel) Channel )


description: Helper function for iterating through all mods within the channel container

code: void ForEachMod ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(const [FAggregatorModInfo](API\Plugins\GameplayAbilities\FAggregatorModInfo) &) > ) const


description: Populate a mapping of channel to corresponding mods for debugging purposes

code: void GetAllAggregatorMods ( [TMap](API\Runtime\Core\Containers\TMap)< [EGameplayModEvaluationChannel](API\Plugins\GameplayAbilities\EGameplayModEvaluationChannel), const [TArray](API\Runtime\Core\Containers\TArray)< [FAggregatorMod](API\Plugins\GameplayAbilities\FAggregatorMod) > * > & OutMods ) const


description: Simple accessor to the current number of modifier channels active

code: int32 GetNumChannels() const


description: Called when the container's gameplay effect dependencies have potentially been swapped out for new ones, like when GE arrays are cloned. Updates each channel appropriately.


description: Removes any mods from every channel matching the specified handle

code: void RemoveAggregatorMod ( const [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) & ActiveHandle )


description:
This will be deprecated/removed soon with the transition to struct-based attributes.
If possible, the base value from the reverse evaluation. If not possible, the original final value is returned.

code: float ReverseEvaluate ( float FinalValue, const [FAggregatorEvaluateParameters](API\Plugins\GameplayAbilities\FAggregatorEvaluateParameters) & Parameters ) const


className: FAggregatorModInfo

code: struct FAggregatorModInfo

Channel

type: EGameplayModEva...

Mod

type: constFAggregat...


className: FAggregatorModChannelContainer

description: Struct representing a container of modifier channels

code: struct FAggregatorModChannelContainer


code: [FAggregator](API\Plugins\GameplayAbilities\FAggregator) * Get() const


code: void TakeSnapshotOf ( const [FAggregatorRef](API\Plugins\GameplayAbilities\FAggregatorRef) & RefToSnapshot )


code: FAggregatorRef ( [FAggregator](API\Plugins\GameplayAbilities\FAggregator) * InData )


className: FAggregatorRef

code: struct FAggregatorRef

Data

type: TSharedPtr<FAg...


description:
This function assumes (and asserts on) the existence of the required captured attribute within the spec. It is the responsibility of the caller to verify that the spec is properly setup before calling this function.
Evaluated magnitude based upon the spec & calculation policy

code: float CalculateMagnitude ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & InRelevantSpec ) const


description: Equality/Inequality operators

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


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


description: Constructor

code: FAttributeBasedFloat()


className: FAttributeBasedFloat

description: Struct representing a float whose magnitude is dictated by a backing attribute and a calculation policy, follows basic form of: (Coefficient * (PreMultiplyAdditiveValue + [Eval'd Attribute Value According to Policy])) + PostMultiplyAdditiveValue

AttributeCalculationType

type: EAttributeBased...

description: Calculation policy in regards to the attribute

AttributeCurve

type: FCurveTableRowH...

description: If a curve table entry is specified, the attribute will be used as a lookup into the curve instead of using the attribute directly.

BackingAttribute

type: FGameplayEffect...

description: Attribute backing the calculation

Coefficient

type: FScalableFloat

description: Coefficient to the attribute calculation

FinalChannel

description: Channel to terminate evaluation on when using AttributeEvaluatedUpToChannel calculation type

PostMultiplyAdditiveValue

description: Additive value to the attribute calculation, added in after the coefficient applies

PreMultiplyAdditiveValue

description: Additive value to the attribute calculation, added in before the coefficient applies

SourceTagFilter

description: Filter to use on source tags; If specified, only modifiers applied with all of these tags will factor into the calculation

TargetTagFilter

description: Filter to use on target tags; If specified, only modifiers applied with all of these tags will factor into the calculation


className: FAttributeMetaData

description: DataTable that allows us to define meta data about attributes. Still a work in progress.

BaseValue

type: float

DerivedAttributeInfo

type: FString


code: void ApplyAttributeDefault ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * AbilitySystemComponent, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & InAttribute, [FName](API\Runtime\Core\UObject\FName) GroupName, int32 Level ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< float > GetAttributeSetValues ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * AttributeSetClass, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * AttributeProperty, [FName](API\Runtime\Core\UObject\FName) GroupName ) const


code: void PreloadAttributeSetData ( const [TArray](API\Runtime\Core\Containers\TArray)< [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * > & CurveData )


code: void InitAttributeSetDefaults ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * AbilitySystemComponent, [FName](API\Runtime\Core\UObject\FName) GroupName, int32 Level, bool bInitialInit ) const


code: virtual ~FAttributeSetInitter()


className: FAttributeSetInitter

description: Notes: -This lets system designers specify arbitrary values for attributes. They can be based on any formula they want. -Projects with very large level caps may wish to take a simpler "Attributes gained per level" approach. -Anything initialized in this method should not be directly modified by gameplay effects. E.g., if MaxMoveSpeed scales with level, anything else that modifies MaxMoveSpeed should do so with a non-instant GameplayEffect. -"Default" is currently the hardcoded, fallback GroupName. If InitAttributeSetDefaults is called without a valid GroupName, we will fallback to default.

code: struct FAttributeSetInitter


code: virtual void ApplyAttributeDefault ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * AbilitySystemComponent, [FGameplayAttribute](API\Plugins\GameplayAbilities\FGameplayAttribute) & InAttribute, [FName](API\Runtime\Core\UObject\FName) GroupName, int32 Level ) const


code: virtual void InitAttributeSetDefaults ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * AbilitySystemComponent, [FName](API\Runtime\Core\UObject\FName) GroupName, int32 Level, bool bInitialInit ) const


description: This code assumes that your curve data starts with a key of 1.

code: virtual void PreloadAttributeSetData ( const [TArray](API\Runtime\Core\Containers\TArray)< [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) * > & CurveData )


code: bool CanApply ( const [FGameplayTagContainer](API\Runtime\GameplayTags\FGameplayTagContainer) & SourceTags, float SourceLevel ) const


className: FAttributeSetInitterDiscreteLevels

description: Explicit implementation of attribute set initter, relying on the existence and usage of discrete levels for data look-up (that is, CurveTable->Eval is not possible)

code: struct FAttributeSetInitterDiscreteLevels : public [FAttributeSetInitter](API\Plugins\GameplayAbilities\FAttributeSetInitter)


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


code: [FGameplayEffectSpecHandle](API\Plugins\GameplayAbilities\FGameplayEffectSpecHandle) CreateSpec ( [FGameplayEffectContextHandle](API\Plugins\GameplayAbilities\FGameplayEffectContextHandle) EffectContext, float SourceLevel ) const


className: FConditionalGameplayEffect

description: Struct for gameplay effects that apply only if another gameplay effect (or execution) was successfully applied.

EffectClass

type: TSubclassOf<UG...

description: Gameplay effect that will be applied to the target

RequiredSourceTags

description: Tags that the source must have for this GE to apply.


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


description: Equality/Inequality operators

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


description:
This function assumes (and asserts on) the existence of the required captured attribute within the spec. It is the responsibility of the caller to verify that the spec is properly setup before calling this function.
Evaluated magnitude based upon the spec & calculation policy

code: float CalculateMagnitude ( const [FGameplayEffectSpec](API\Plugins\GameplayAbilities\FGameplayEffectSpec) & InRelevantSpec ) const


code: FCustomCalculationBasedFloat()


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


className: FCustomCalculationBasedFloat

description: Structure to encapsulate magnitudes that are calculated via custom calculation

Coefficient

description: Coefficient to the custom calculation

FinalLookupCurve

description: If a curve table entry is specified, the OUTPUT of this custom class magnitude (including the pre and post additive values) lookup into the curve instead of using the attribute directly.


className: FCustomModifierDependencyHandle

description: Helper struct to hold data about external dependencies for custom modifiers

code: struct FCustomModifierDependencyHandle

ActiveDelegateHandle

type: FDelegateHandle

description: Delegate handle populated as a result of binding to an external dependency delegate

ActiveEffectHandles

type: TSet<FActiveGa...

description: Set of handles of active gameplay effects dependent upon a particular external dependency


className: FDeferredTagChangeDelegate

code: typedef TBaseDelegate_NoParams< void > FDeferredTagChangeDelegate


description: Returns prediction key, const to avoid being able to modify it after creation

code: const [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) & GetActivationPredictionKey() const


description: Called on the server to set the key used by the client to predict this ability

code: void ServerSetActivationPredictionKey ( [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


description: Called on client when activation is confirmed on server

code: void SetActivationConfirmed()


description: Called when activation was rejected by the server

code: void SetActivationRejected()


code: FCustomModifierDependencyHandle()


description: Called on client to set this as a predicted ability

code: void SetPredicting ( [FPredictionKey](API\Plugins\GameplayAbilities\FPredictionKey) PredictionKey )


code: FGameplayAbilityActivationInfo ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: FGameplayAbilityActivationInfo()


code: FGameplayAbilityActivationInfo ( [EGameplayAbilityActivationMode::Type](API\Plugins\GameplayAbilities\EGameplayAbilityActivationMode__-) InType )


className: FGameplayAbilityActivationInfo

description: Data tied to a specific activation of an ability. -Tell us whether we are the authority, if we are predicting, confirmed, etc. -Holds current and previous PredictionKey -Generally not meant to be subclassed in projects. -Passed around by value since the struct is small.

ActivationMode

type: TEnumAsByte<EG...

description: Activation status of this ability

bCanBeEndedByOtherInstance

type: uint8: 1

description: An ability that runs on multiple game instances can be canceled by a remote instance, but only if that remote instance has already confirmed starting it.


className: FGameplayAbilityBindInfo

description: Example struct that pairs a enum input command to a GameplayAbilityClass.6


description: Returns all instances, which can include instance per execution abilities

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


description: Returns the primary instance, used for instance once abilities

code: [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * GetPrimaryInstance() const


description: Returns true if this ability is active in any way

code: bool IsActive() const


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


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


code: void PostReplicatedAdd ( const struct [FGameplayAbilitySpecContainer](API\Plugins\GameplayAbilities\FGameplayAbilitySpecContainer) & InArraySerializer )


code: void PreReplicatedRemove ( const struct [FGameplayAbilitySpecContainer](API\Plugins\GameplayAbilities\FGameplayAbilitySpecContainer) & InArraySerializer )


description: Interface function to see if the ability should replicated the ability spec or not

code: bool ShouldReplicateAbilitySpec() const


code: PRAGMA_DISABLE_DEPRECATION_WARNINGS FGameplayAbilitySpec ( const [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) & )


code: FGameplayAbilitySpec ( [FGameplayAbilitySpec](API\Plugins\GameplayAbilities\FGameplayAbilitySpec) && )


description: Version that takes an ability class

code: FGameplayAbilitySpec ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) > InAbilityClass, int32 InLevel, int32 InInputID, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSourceObject )


description: Version that takes an existing spec def

code: FGameplayAbilitySpec ( [FGameplayAbilitySpecDef](API\Plugins\GameplayAbilities\FGameplayAbilitySpecDef) & InDef, int32 InGameplayEffectLevel, [FActiveGameplayEffectHandle](API\Plugins\GameplayAbilities\FActiveGameplayEffectHandle) InGameplayEffectHandle )


description: Version that takes an ability CDO, this exists for backward compatibility

code: FGameplayAbilitySpec ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * InAbility, int32 InLevel, int32 InInputID, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InSourceObject )


code: ~FGameplayAbilitySpec()


className: FGameplayAbilitySpec

description: An activatable ability spec, hosted on the ability system component. This defines both what the ability is (what class, what level, input binding etc) and also holds runtime state that must be kept outside of the ability being instanced/activated.

Ability

type: TObjectPtr<UGa...

description: Ability of the spec (Always the CDO. This should be const but too many things modify it currently)

ActivationInfo

type: FGameplayAbilit...

description: Activation state of this ability.

ActiveCount

description: A count of the number of times this ability has been activated minus the number of times it has been ended.

bActivateOnce

type: uint8:  1

description: This ability should be activated once when it is granted.

DynamicAbilityTags

type: FGameplayTagCon...

description: Optional ability tags that are replicated.

GameplayEffectHandle

description: Handle to GE that granted us (usually invalid).

GameplayEventData

type: TSharedPtr<FGa...

description: Cached GameplayEventData if this ability was pending for add and activate due to scope lock

Handle

description: Handle for outside sources to refer to this spec by

InputID

description: InputID, if bound

InputPressed

description: Is input currently pressed. Set to false when input is released

Level

description: Level of Ability

NonReplicatedInstances

type: TArray<TObject...

description: Non replicating instances of this ability.

PendingRemove

description: Pending removal due to scope lock

RemoveAfterActivation

description: If true, this ability should be removed as soon as it finishes executing

ReplicatedInstances

description: Replicated instances of this ability..

SetByCallerTagMagnitudes

type: TMap<FGameplay...

description: Passed on SetByCaller magnitudes if this ability was granted by a GE

SourceObject

type: TWeakObjectPtr<...

description: Object this ability was created from, can be an actor or static object.


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


description: Initializes Owner variable

code: void RegisterWithOwner ( [UAbilitySystemComponent](API\Plugins\GameplayAbilities\UAbilitySystemComponent) * Owner )


code: template<typename Type, typename SerializerType> bool ShouldWriteFastArrayItem ( const Type & Item, const bool bIsWritingOnClient )


className: FGameplayAbilitySpecContainer

description: Fast serializer wrapper for above struct

Items

type: TArray<FGamepl...

description: List of activatable abilities

Owner

type: TObjectPtr<UAb...

description: Component that owns this list


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


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


code: FGameplayAbilitySpecDef()


className: FGameplayAbilitySpecDef

description: This is data that can be used to create anFGameplayAbilitySpec. Has some data that is only relevant when granted by a GameplayEffect

Ability

description: What ability to grant

AssignedHandle

description: This handle can be set if the SpecDef is used to create a real FGameplaybilitySpec

InputID

description: Input ID to bind this ability to

LevelScalableFloat

type: FScalableFloat

description: What level to grant this ability at

RemovalPolicy

type: EGameplayEffect...

description: What will remove this ability later

SetByCallerTagMagnitudes

description: SetbyCaller Magnitudes that were passed in to this ability by a GE (GE's that grant abilities)

SourceObject

description: What granted this spec, not replicated or settable in editor


description: Sets this to a valid handle

code: void GenerateNewHandle()


description: True if GenerateNewHandle was called on this handle

code: bool IsValid() const


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


code: FGameplayAbilitySpecContainer()


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


code: FGameplayAbilitySpecHandle()


className: FGameplayAbilitySpecHandle

description: This file exists in addition so that GameplayEffect.h can useFGameplayAbilitySpecwithout having to include GameplayAbilityTypes.h which has depancies on GameplayEffect.hHandle that points to a specific granted ability. These are globally unique


description: In editor, this will filter out properties with meta tag "HideInDetailsView" or equal to FilterMetaStr. In non editor, it returns all properties

code: static void GetAllAttributeProperties ( [TArray](API\Runtime\Core\Containers\TArray)< [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * > & OutProperties, [FString](API\Runtime\Core\Containers\FString) FilterMetaStr, bool UseEditorOnlyData )


description: Returns the AttributeSet subclass holding this attribute

code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetAttributeSetClass() const


description: Returns the AttributeData, will fail if this is a float attribute

code: const [FGameplayAttributeData](API\Plugins\GameplayAbilities\FGameplayAttributeData) * GetGameplayAttributeData ( const [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * Src ) const


code: [FGameplayAttributeData](API\Plugins\GameplayAbilities\FGameplayAttributeData) * GetGameplayAttributeData ( [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * Src ) const


code: const [FGameplayAttributeData](API\Plugins\GameplayAbilities\FGameplayAttributeData) * GetGameplayAttributeDataChecked ( const [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * Src ) const


code: [FGameplayAttributeData](API\Plugins\GameplayAbilities\FGameplayAttributeData) * GetGameplayAttributeDataChecked ( [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * Src ) const


description: Returns name of attribute, usually the same as the property


description: Returns the current value of an attribute

code: float GetNumericValue ( const [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * Src ) const


code: float GetNumericValueChecked ( const [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * Src ) const


description: Returns raw property

code: [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * GetUProperty() const


description: Returns true if the variable associated with Property is of typeFGameplayAttributeDataor one of its subclasses

code: static bool IsGameplayAttributeDataProperty ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property )


description: Returns true if this is one of the special attributes defined on the AbilitySystemComponent itself

code: bool IsSystemAttribute() const


description: Equality/Inequality operators

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


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


description: Custom serialization

code: void PostSerialize ( const [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Modifies the current value of an attribute, will not modify base value if that is supported

code: void SetNumericValueChecked ( float & NewValue, class [UAttributeSet](API\Plugins\GameplayAbilities\UAttributeSet) * Dest ) const


description: Set up from aFPropertyinside a set

code: void SetUProperty ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * NewProperty )


code: FGameplayAttribute ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * NewProperty )


className: FGameplayAttribute

description: Describes aFGameplayAttributeDataor float property inside an attribute set. Using this provides editor UI and helper functions

AttributeName

type: FString

description: Name of the attribute, usually the same as property name


description: Returns the base value which only includes permanent changes

code: float GetBaseValue() const


description: Returns the current value, which includes temporary buffs

code: float GetCurrentValue() const


description: Modifies the permanent base value, normally only called by ability system or during initialization

code: virtual void SetBaseValue ( float NewValue )


code: FGameplayAttributeData()


description: Modifies current value, normally only called by ability system or during initialization

code: virtual void SetCurrentValue ( float NewValue )


code: FGameplayAttributeData ( float DefaultValue )


code: virtual ~FGameplayAttributeData()


className: FGameplayAttributeData

description: Place in an AttributeSet to create an attribute that can be accesed usingFGameplayAttribute. It is strongly encouraged to use this instead of raw float attributes

BaseValue

type: float


className: FGameplayCueNotifyActorArray


code: void ExecuteEffects ( const [FGameplayCueNotify_SpawnContext](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnContext) & SpawnContext, [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & OutSpawnResult ) const


code: FGameplayCueNotifyData()


code: void ValidateAssociatedAssets ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContainingAsset, const [FString](API\Runtime\Core\Containers\FString) & Context, class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & ValidationContext ) const


description: Set of effects to spawn for a single event, used by all gameplay cue notify types.

BurstCameraLensEffect

type: FGameplayCueNot...

description: Camera lens effect to be played on gameplay cue execution. This should never use a looping effect!

BurstCameraShake

description: Camera shake to be played on gameplay cue execution. This should never use a looping effect!

BurstDecal

description: Decal to be spawned on gameplay cue execution. Actor should have fade out time or override should be set so it will clean up properly.

BurstDevicePropertyEffect

description: Input device properties to be applied on gameplay cue execution.

BurstForceFeedback

description: Force feedback to be played on gameplay cue execution. This should never use a looping effect!

BurstParticles

description: Particle systems to be spawned on gameplay cue execution. These should never use looping effects!

BurstSounds

description: Sound to be played on gameplay cue execution. These should never use looping effects!


code: bool PlayCameraLensEffect ( const [FGameplayCueNotify_SpawnContext](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnContext) & SpawnContext, [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & OutSpawnResult ) const


code: void ValidateBurstAssets ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContainingAsset, const [FString](API\Runtime\Core\Containers\FString) & Context, class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & ValidationContext ) const


className: FGameplayCueNotifyData

GameplayCueNotifyObj

type: FSoftObjectPath

GameplayCueTag

type: FGameplayTag

LoadedGameplayCueClass

type: TObjectPtr<UCl...


description: Properties that specify how to play a camera lens effect.

bOverridePlacementInfo

type: uint32:  1

description: If enabled, use the placement info override and not the default one.

bOverrideSpawnCondition

description: If enabled, use the spawn condition override and not the default one.

bPlayInWorld

description: If enabled, the camera lens effect will be played in the world and affect all players.

CameraLensEffect

type: TSubclassOf<AA...

description: Camera lens effect to play.

PlacementInfoOverride

description: Defines how the camera lens effect will be placed.

SpawnConditionOverride

description: Condition to check before playing the camera lens effect.

WorldInnerRadius

description: Players inside this radius get the full intensity camera lens effect.

WorldOuterRadius

description: Players outside this radius do not get the camera lens effect applied.


code: bool PlayCameraShake ( const [FGameplayCueNotify_SpawnContext](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnContext) & SpawnContext, [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & OutSpawnResult ) const


description: Properties that specify how to play a camera shake.

bPlayInWorld

description: If enabled, the camera shake will be played in the world and affect all players.

CameraShake

type: TSubclassOf<UC...

description: Camera shake to play.

PlacementInfoOverride

description: Defines how the camera shake will be placed.

PlaySpace

type: EGameplayCueNot...

description: What coordinate space to play the camera shake relative to.

ShakeScale

description: Scale applied to the camera shake.

SpawnConditionOverride

description: Condition to check before playing the camera shake.

WorldFalloffExponent

description: Exponent that describes the shake intensity falloff curve between the inner and outer radii. (1.0 is linear)

WorldInnerRadius

description: Players inside this radius get the full intensity camera shake.

description: Players outside this radius do not get the camera shake applied.


code: bool SpawnDecal ( const [FGameplayCueNotify_SpawnContext](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnContext) & SpawnContext, [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & OutSpawnResult ) const


code: bool PlayForceFeedback ( const [FGameplayCueNotify_SpawnContext](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnContext) & SpawnContext, [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & OutSpawnResult ) const


description: Properties that specify how to spawn a decal.

bOverrideFadeOut

description: If enabled, override default decal actor fade out values.

DecalMaterial

type: TObjectPtr<UMa...

description: Decal material to spawn.

DecalSize

type: FVector

description: Decal size in local space (does not include the component scale).

FadeOutDuration

description: Sets how long it takes for decal actor to fade out. Will override setting in class.

FadeOutStartDelay

description: Sets when the decal actor will start fading out. Will override setting in class.

PlacementInfoOverride

description: Defines how the decal will be placed.

SpawnConditionOverride

description: Condition to check before spawning the decal.


description: Properties that specify how to play a force feedback effect.

bIsLooping

description: If enabled, the force feedback will be set to loop.

bOverridePlacementInfo

description: If enabled, use the placement info override and not the default one.

bOverrideSpawnCondition

description: If enabled, use the spawn condition override and not the default one.

bPlayInWorld

description: If enabled, the force feedback will be played in the world and affect all players.

ForceFeedbackEffect

type: TObjectPtr<UFo...

description: Force feedback effect to play.

ForceFeedbackTag

type: FName

description: Tag used to identify the force feedback effect so it can later be canceled.

PlacementInfoOverride

description: Defines how the force feedback will be placed.

description: Condition to check before playing the force feedback.

WorldAttenuation

description: How the force feedback is attenuated over distance when played in world.

WorldIntensity

description: Multiplier applied to the force feedback when played in world.


description: Set the device properties on specified on this struct on the Input Device Subsystem.

code: bool SetDeviceProperties ( const [FGameplayCueNotify_SpawnContext](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnContext) & SpawnContext, [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & OutSpawnResult ) const


description: Validate that the device properties in this effect are usable


description: Properties that specify how to set input device properties during a gameplay cue notify

DeviceProperties

type: TArray<TSubcla...

description: Input Device properties to apply


code: void StartEffects ( const [FGameplayCueNotify_SpawnContext](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnContext) & SpawnContext, [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & OutSpawnResult ) const


code: void StopEffects ( [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & SpawnResult ) const


code: bool PlayParticleEffect ( const [FGameplayCueNotify_SpawnContext](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnContext) & SpawnContext, [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & OutSpawnResult ) const


description: Set of looping effects to spawn for looping gameplay cues.

LoopingCameraLensEffect

description: Camera lens effect to be played on gameplay cue loop start.

LoopingCameraShake

description: Camera shake to be played on gameplay cue loop start.

LoopingForceFeedback

description: Force feedback to be played on gameplay cue loop start.

LoopingInputDevicePropertyEffect

description: Input device properties to be applied on gameplay cue loop start.

LoopingParticles

type: TArray<FGamepl...

description: Particle systems to be spawned on gameplay cue loop start.

LoopingSounds

description: Sound to be played on gameplay cue loop start.


code: bool FindSpawnTransform ( const [FGameplayCueNotify_SpawnContext](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnContext) & SpawnContext, FTransform & OutTransform ) const


description: Properties that specify how to play a particle effect.

bCastShadow

description: If enabled, this particle system will cast a shadow.

bOverridePlacementInfo

description: If enabled, use the placement info override and not the default one.

bOverrideSpawnCondition

description: If enabled, use the spawn condition override and not the default one.

NiagaraSystem

type: TObjectPtr<UNi...

description: Niagara FX system to spawn.

PlacementInfoOverride

description: Defines how the particle system will be placed.

SpawnConditionOverride

description: Condition to check before spawning the particle system.


code: void SetComponentTransform ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, const FTransform & Transform ) const


code: void TryComponentAttachment ( [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * Component, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * AttachComponent ) const


description: Specifies how the gameplay cue notify will be positioned in the world.

AttachmentRule

type: EAttachmentRule

description: How the transform is handled when attached.

AttachPolicy

description: Whether to attach to the target actor or not attach.

bOverrideRotation

description: If enabled, will always spawn using rotation override.

bOverrideScale

description: If enabled, will always spawn using the scale override.

RotationOverride

type: FRotator

ScaleOverride

description: If enabled, will always spawn using scale override.

SocketName

description: Target's socket (or bone) used for location and rotation. If "None", it uses the target's root.


code: bool PlaySound ( const [FGameplayCueNotify_SpawnContext](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnContext) & SpawnContext, [FGameplayCueNotify_SpawnResult](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnResult) & OutSpawnResult ) const


description: Properties that specify how to interface with theISoundParameterControllerInterface


description: Properties that specify how to play a sound effect.

LoopingFadeOutDuration

type: float

description: How long it should take to fade out. Only used on looping gameplay cues.

LoopingFadeVolumeLevel

description: The volume level you want the sound to fade out to over the 'Looping Fade Out Duration' before stopping.

PlacementInfoOverride

type: FGameplayCueNot...

description: Defines how the sound will be placed.

Sound

type: TObjectPtr<USo...

description: Sound to play.

SoundParameterInterfaceInfo

description: Defines how to interface with the sound.

SpawnConditionOverride

description: Condition to check before playing the sound.


code: bool ShouldSpawn ( const [FGameplayCueNotify_SpawnContext](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnContext) & SpawnContext ) const


description: Conditions used to determine if the gameplay cue notify should spawn.

AllowedSurfaceTypes

type: TArray<TEnumAs...

description: The gameplay cue effects will only spawn if the surface type is in this list.

ChanceToPlay

description: Random chance to play the effects. (1.0 = always play, 0.0 = never play)

LocallyControlledPolicy

description: Locally controlled policy used to determine if the gameplay cue effects should spawn.

LocallyControlledSource

description: Source actor to use when determining if it is locally controlled.

RejectedSurfaceTypes

description: The gameplay cue effects will only spawn if the surface type is NOT in this list.


code: [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * FindLocalPlayerController ( [EGameplayCueNotify_LocallyControlledSource](API\Plugins\GameplayAbilities\EGameplayCueNotify_LocallyContro-) Source ) const


code: const [FGameplayCueNotify_SpawnCondition](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnConditio-) & GetSpawnCondition ( bool bUseOverride, const [FGameplayCueNotify_SpawnCondition](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnConditio-) & SpawnConditionOverride ) const


code: void InitializeContext()


code: void SetDefaultPlacementInfo ( const [FGameplayCueNotify_PlacementInfo](API\Plugins\GameplayAbilities\FGameplayCueNotify_PlacementInfo) * InPlacementInfo )


code: void SetDefaultSpawnCondition ( const [FGameplayCueNotify_SpawnCondition](API\Plugins\GameplayAbilities\FGameplayCueNotify_SpawnConditio-) * InSpawnCondition )


code: FGameplayCueNotify_SpawnContext ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [AActor](API\Runtime\Engine\GameFramework\AActor) * InTargetActor, const [FGameplayCueParameters](API\Plugins\GameplayAbilities\FGameplayCueParameters) & InCueParameters )


description: Temporary spawn information collected from input parameters.

code: struct FGameplayCueNotify_SpawnContext

CueParameters

type: constFGameplay...

HitResult

type: constFHitResul...

SurfaceType

type: EPhysicalSurfac...

TargetActor

type: AActor*

TargetComponent

type: USceneComponent...

World

type: UWorld*


code: const [FGameplayCueNotify_PlacementInfo](API\Plugins\GameplayAbilities\FGameplayCueNotify_PlacementInfo) & GetPlacementInfo ( bool bUseOverride, const [FGameplayCueNotify_PlacementInfo](API\Plugins\GameplayAbilities\FGameplayCueNotify_PlacementInfo) & PlacementInfoOverride ) const


code: FGameplayCueObjectLibrary()


className: FGameplayCueObjectLibrary

description: An ObjectLibrary for the GameplayCue Notifies. Wraps 2 underlying UObjectLibraries plus options/delegates for how they are loaded

ActorObjectLibrary

type: TObjectPtr<UOb...

description: Object library for actor based notifies

AsyncPriority

type: TAsyncLoadPrior...

description: Priority to use if async loading

bHasBeenInitialized

type: bool

description: True if this has been initialized with correct data

bShouldAsyncLoad

description: Should we start async loading everything that we find (that passes ShouldLoad delegate check)

bShouldSyncLoad

description: Should we sync load everything that we find (that passes ShouldLoad delegate check)

bShouldSyncScan

description: Should we force a sync scan on the asset registry in order to discover asset data, or just use what is there

CueSet

type: TObjectPtr<UGa...

description: Set to put the loaded asset data into.

OnLoaded

type: FOnGameplayCueN...

description: Callback for when load finishes

Paths

type: TArray<FString...

description: Paths to search for

ShouldLoad

type: FShouldLoadGCNo...

description: Callback for "should I add this FAssetData to the set"

StaticObjectLibrary

description: Object library for object based notifies


description: Returns the actor that physically caused the damage, could be a projectile or weapon

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


description: Returns the actor that instigated this originally, generally attached to an ability system component

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